Post/Author/DateTime | Post |
---|---|
#1HuginJun 09, 2004 17:45:54 | Hey All! I figured I should share what I use for clerical spell lists IMC. I'd also be interested in feed-back. Each Immortal has a list of spells that is made available to his or her mortal followers. The size of the list is based on the category of the Immortal - 7 spells for each spell level from an Initiate and up to 12 spells from an Heirarch. The list gets smaller by one spell at each of levels 7, 8 and 9. However, this does not mean that a cleric cannot learn of new spells through exceptional devotion and research, or be granted by the Immortal for specific services by the cleric. The limit of possibilities are certainly set by the imagination. To start with, I decided that some spells were "universal" to good or evil (neutrals chose one or the other and stay with it as per normal). These universal spells are added to the spell list that a cleric may chose from and are as follows: Universal Good Spell List Level 1 - Bless, Bless Water, Remove Fear Level 2 - Align Weapon*, Consecrate Level 3 - Prayer, Weapon of the Deity (DF)** Level 4 - Neutralize Poison, Remove Curse Level 5 - Hallow, Scrying Level 6 - Raise Dead Level 8 - Holy Aura Universal Evil Spell List Level 1 - Bane, Cause Fear, Curse Water Level 2 - Align Weapon*, Desecrate Level 3 - Prayer, Weapon of the Deity (DF)** Level 4 - Bestow Curse, Poison Level 5 - Scrying, Unhallow Level 6 - Raise Dead Level 8 - Unholy Aura * - Align Weapon is available to most clerics. The alignments that can be used depend upon the clerics Immortal. If the Immortal's alignment is LN, than lawful is the only alignment he can use with the weapon. If the Immortal's alignment is CG, than either chaotic or good may by used. Clerics of N Immortals do not have access to this spell. (DF)** - "Weapon of the Deity" (or Immortal, as we have it) is a spell from the Defenders of the Faith book. Each spell-list has a line called "Weapon of the Immortal" wherein it is given the preferred weapon the Immortal has for his or her followers. This spell, when used on a normal weapon of the given type, divinely enchants it into the magical weapon listed beside it for 1 round per level of the cleric. For example, a cleric of Halav using a shortspear (the weapon "sacred" to Halav) who casts "Weapon of the Deity" transforms the shortspear into a +1 mighty cleaving shortspear. The following is a list of spells that can be spontaneously casted by a cleric of a good or evil Immortal. Clerics of neutral Immortals must choose cure or inflict spells at the time they begin their path of devotion. Note that the 'mass' version of these spells do not appear and are generally only available from Immortals associated with healing specifically. Spontaneous/Substitution Spells of a Good Immortal Level 1 - Cure Light Wounds Level 2 - Cure Moderate Wounds Level 3 - Cure Serious Wounds Level 4 - Cure Critical Wounds Spontaneous/Substitution Spells of a Evil Immortal Level 1 - Inflict Light Wounds Level 2 - Inflict Moderate Wounds Level 3 - Inflict Serious Wounds Level 4 - Inflict Critical Wounds Domain Selection: When choosing domains, the player must identify which will be the major domain and which will be the minor domain. Only the major domain's granted power is given to the cleric. The minor domain's granted power can be given at a higher level (perhaps 8 - 10) as the DM decides, and can gained as the reward of a test or quest from the cleric's order, or even the Immortal himself. (Think of it as a reward for role-playing!). This is to balance the fact that the cleric receives powers from his Immortal (or Sphere of Power) in addition to the normal class abilities. Domain Spells: Some domain spells are at a different spell level than normal for a clerical spell (or arcane spell in some instances). In fact, the same spell often appears in the cleric's spell list at a higher level than listed under the domain. In such situations, it only applies to that spell when it is selected as the domain spell, and does not change the level of the spell as it is listed in the main spell list. As for choosing which spells each Immortal provides, I used the domains as stated in the Vaults, the 3E Mystara website, and Marco's work and picked others that fit the Immortal as I see it. I also used information from the WotI book. One last thing - I let clerics use their bonus spell slot due to high wisdom as a "free" or open slot. Anyhow, Coming up are some that I have already done and I'll keep adding more as I can. Thanks to everyone for their input and encouragement! Index of Spell-Lists in order of appearance and linked: Revised lists between Aug-Sept 2005 Halav Ixion Asterius Protius Loki Odin Khoronus Karaash Sphere of Energy Sphere of Entropy Sphere of Matter Sphere of Thought Sphere of Time Ilsundal Benekander Petra Zirchev Vanya Valerias Al-Kalim Kagyar Alphaks Thor Hel Frey Freyja Rad Ka Thanatos Terra Faunus Alphatia Atruaghin Diulanna Rafiel Brindorhin Coberham Shadowglint Nyx Ranivorus Talitha Chardastes Minroth Pflarr Kallala of the Seven Veils Djaea Atzanteotl Korotiku Rathanos Tarastia Maat Demogorgon Eiryndul Noumena.....New on Feb 10 |
#2HuginJun 09, 2004 18:09:00 | Halav Spell List (Celestial of the Sphere of Thought) Domains: Craft, Good, Law, Nobility, Planning, Protection, Sphere of Thought, War Special Clerical Powers: Possess Favoured Enemy ability in the following order; (1st) Gnoll, (5th) Gnoll & Orc, (10th) Gnoll & Giant, (15th) Gnoll & Monstrous Humanoid, (20th) Gnoll & Undead. 0-Level Cleric Spells (Orisons) Cure Minor Wounds Detect Magic Guidance Inflict Minor Wounds Light Mending Read Magic Resistance Virtue 1st-Level Cleric Spells Animate Rope Deathwatch Detect Chaos Detect Evil Divine Favour Magic Weapon Protection from Evil Shield of Faith Sanctuary 2nd-Level Cleric Spells Aid Augury Enthrall Heat Metal Make Whole Shield Other Spiritual Weapon Status Zone of Truth 3rd-Level Cleric Spells Clairaudience/Clairvoyance Glyph of Warding Invisibility Purge Keen Edge Magic Circle against Evil Magic Vestment Protection from Energy Searing Light Stone Shape 4th-Level Cleric Spells Discern Lies Divine Power Geas, Lesser Greater Magic Weapon Holy Smite Minor Creation Order's Wrath Spell Immunity Zone of Silence 5th-Level Cleric Spells Atonement Commune Command, Greater Flame Strike Dispel Evil Disrupting Weapon Major Creation Spell Resistance Wall of Stone 6th-Level Cleric Spells Antilife Shell Blade Barrier Forbiddance Geas/Quest Glyph of Warding, Greater Heroes' Feast Hold Monster Owl's Wisdom, Mass Stoneform (3E) 7th-Level Cleric Spells Analyze Dweomer Dictum Holy Word Refuge Power Word, Blind Repulsion Scrying, Greater Sunbeam 8th-Level Cleric Spells Antimagic Field Demand Discern Location Ironform (3E) Mind Blank Shield of Law Power Word, Stun 9th-Level Cleric Spells Astral Projection Miracle Prismatic Sphere Power Word, Kill Storm of Vengeance Summon Monster IX Weapon of the Immortal: Shortspear and Short Sword; +1 mighty cleaving shortspear Symbol: A sword laid upon an anvil. Immortal's Alignment: LG Appearance: A tall, well-formed, red-headed warrior, wearing ancient bronze armour, carrying an ancient-style bronze short-sword, and wearing a simple golden crown. Names: Red-Hair Patron of Warfare Patron of Weaponmaking Notes: (3E) from the 3E Mystara website. |
#3HuginJun 09, 2004 18:21:00 | Ixion Spell List (Hierarch of the Sphere of Energy) Domains: Fire, Good, Knowledge, Planning, Sphere of Energy, Strength, Sun. Special Clerical Powers: Can spontaneously cast the 'produce flame' 1st level spell (in the same manner, and in addition to, the cure light wounds spell) and also gains the Improved Turning feat for free. 0-Level Cleric Spells (Orisons) Create Water Cure Minor Wounds Detect Magic Detect Poison Guidance Inflict Minor Wounds Light Mending Purify Food and Drink Read Magic Resistance Virtue 1st-Level Cleric Spells Comprehend Languages Burning Hands Deathwatch Detect Evil Detect Secret Doors Detect Undead Disrupt Undead Expeditious Retreat Endure Elements Enlarge Person Protection from Evil Shield of Faith 2nd-Level Cleric Spells Aid Augury Bless Weapon Bull's Strength Detect Thoughts Eagle's Splendor Heat Metal Owl's Wisdom Produce Flame Remove Paralysis Resist Energy Status 3rd-Level Cleric Spells Clairaudience/voyance Continual Flame Daylight Fireball Invisibility Purge Magic Circle against Evil Magic Vestment Plant Growth Protection from Energy Remove Blindness Searing Light Suggestion 4th-Level Cleric Spells Confusion Detect Scrying Dismissal Divination Divine Power Fire Shield Haste Holy Smite Spell Immunity Tongues Wall of Fire Zone of Silence 5th-Level Cleric Spells Atonement Commune Dispel Evil Disrupting Weapon Fire Shield Flame Strike Holy Sword Mark of Justice Plane Shift Righteous Might Scrying True Seeing 6th-Level Cleric Spells Animate Objects Banishment Bear's Endurance, Mass Blade Barrier Bull's Strength, Mass Find the Path Fire Seeds Planar Ally Heroes' Feast Owl's Wisdom, Mass Stoneskin Undeath to Death 7th-Level Cleric Spells Analyze Dweomer Delayed Blast Fireball Foresight Holy Word Ixion's Grasping Hand, (Bigby's) Legend Lore Prismatic Spray Refuge Scrying, Greater Sunbeam Word of Chaos 8th-Level Cleric Spells Cloak of Chaos Discern Location Fire Storm Incendiary Cloud Ixion's Clenched Fist, (Bigby's) Phase Door Planar Ally, Greater Sunburst Summon Monster VIII Prismatic Wall 9th-Level Cleric Spells Elemental Swarm* Foresight Gate Ixion's Crushing Hand, (Bigby's) Miracle Prismatic Sphere Storm of Vengeance Summon Monster IX Time Stop Weapon of the Immortal: Two-Handed Sword; +1 flaming two-handed sword Symbol: A flaming wheel Immortal's Alignment: NG Appearance: Ixion appears as a member of whatever race he is addressing (or majority of the group). Whetever form he assumes, he will have golden hair so bright that it is hard to look at, flaming eye-sockets, and glowing golden skin. He dresses in light robes of bright-glowing golden silk. He carries a flaming sword as his symbol of power and travels by means of a giant, flaming wheel shaped like a chariot wheel. Names: Otzitiotl - ancient azcans on the surface and some present-day Hollow World Azca as well as many Oltecs. Solarios - on many other worlds The Sun-Prince - nick-name Tubak - Ethengar Khanates Notes: * Fire elementals should be used whenever possible by the cleric. |
#4spellweaverJun 10, 2004 10:17:47 | Originally posted by Hugin Very interesting! Keep it comming! One question: If a cleric or priest worships an alignment, what level immotal does that count as? (initiate, temporal, empyreal, hierarch etc.) How many spells does the cleric get? :-) Jesper |
#5HuginJun 10, 2004 16:56:41 | One question: If a cleric or priest worships an alignment, what level immotal does that count as? (initiate, temporal, empyreal, hierarch etc.) Good Question! Unfortunatly I don't have clerics that worship only alignment IMC (I've never been able to rationalize how those clerics gain their spells) - personal preference I guess. However, you could create spell lists for each of the alignments and the number of spells could be whatever you decide. Maybe it could depend on how "powerful" those spells are - i.e. many less powerful spells, few powerful ones. Maybe I'll put some more thought into it. |
#6HuginJun 10, 2004 17:07:13 | Asterius Spell List (Eternal of the Sphere of Thought) Domains: Magic, Sphere of Thought , Thieves , Trade, Travel, Trickery Special Clerical Powers: You receive Bluff as a class skill and Skill Focus Bluff as a bonus feat. You have the ability to 'take 10' on this skill check if used for trading or bargaining. You also choose one class skill of the rogue to become a class skill for you. 0-Level Cleric Spells (Orisons) Create Water Cure Minor Wounds Detect Magic Detect Poison Guidance Inflict Minor Wounds Light Mending Purify Food and Drink Read Magic Resistance 1st-Level Cleric Spells Command Comprehend Languages Confusion, Lesser Deathwatch Detect Secret Doors Disguise Self Hide from Undead Longstrider Magic Aura, Nystul's Message Obscuring Mist 2nd-Level Cleric Spells Calm Emotions Detect Thoughts Enthrall Find Traps Identify Invisibility Owl's Wisdom Resist Energy Spider Climb Status Undetectable Alignment 3rd-Level Cleric Spells Blindness/Deafness Clairaudience/Clairvoyance Dispel Magic Fly Illusory Script Invisibility Purge Knock Locate Object Nondetection Obscure Object Water Walk 4th-Level Cleric Spells Confusion Detect Scrying Dimensional Anchor Dimension Door Freedom of Movement Imbue with Spell Ability Modify Memory Planar Ally, Lesser Sending Spell Immunity Tongues 5th-Level Cleric Spells Break Enchantment Command, Greater Commune Control Winds Fabricate False Vision Passwall Plane Shift Spell Resistance Teleport True Seeing 6th-Level Cleric Spells Animate Objects Dispel Magic, Greater Find the Path Forbiddance Geas/Quest Guards and Wards Mislead Planar Ally Symbol of Persuassion Veil Word of Recall 7th-Level Cleric Spells Analyze Dweomer Changestaff Ethereal Jaunt Magnificent Mansion, Mordenkainen's Project Image Scrying, Greater Sequester Spell Turning Symbol of Stunning Teleport, Greater 8th-Level Cleric Spells Antimagic Field Dimensional Lock Discern Location Mind Blank Phase Door Polymorph Any Object Protection from Spells Screen Spell Immunity, Greater 9th-Level Cleric Spells Astral Projection Disjunction, Mordenkainen's Etherealness Freedom Gate Summon Monster IX Teleportation Circle Timestop Weapon of the Immortal: Dagger; +1 keen dagger Symbol: The moon Immortal's Alignment: N Appearance: Asterius appears as a middle-aged, black-haired, corpulent (stout, fat) man in ancient robes; he is usually displaying a smile which does not quite reach his eyes. |
#7HuginJun 10, 2004 17:14:24 | Protius Spell List (Eternal of the Sphere of Time) Domains: Chaos, Luck, Ocean, Protection, Sphere of Time, Storm, Water Special Clerical Powers: Your swim speed is increased by 20. If you do not already have a Swim speed you gain a Swim speed equal to your land-based Speed. 0-Level Cleric Spells (Orisons) Create Water Cure Minor Wounds Detect Magic Detect Poison Guidance Inflict Minor Wounds Light Purify Food and Drink Read Magic Resistance Virtue 1st-Level Cleric Spells Confusion, Lesser Detect Law Detect Water Endure Elements Entropic Shield Mount * Obscuring Mist Protection from Law Summon Nature's Ally I ** Swiftswimmer *** True Strike 2nd-Level Cleric Spells Aid Delay Poison Fog Cloud Gust of Wind Predict Weather (3E) Resist Elements Restoration, Lesser Shatter Sound Burst Summon Nature's Ally II ** Undetectable Alignment 3rd-Level Cleric Spells Call Lightning Gaseous Form Create Food and Water Invisibility Purge Magic Circle against Law Protection from Energy Rage Remove Disease Summon Nature's Ally III ** Water Breathing Water Walk 4th-Level Cleric Spells Chaos Hammer Control Water Divination Freedom of Movement Quench Repel Vermin Restoration Rusting Grasp Sleet Storm Spell Immunity Summon Nature's Ally IV ** 5th-Level Cleric Spells Break Enchantment Control Currents (PC3) † Control Winds Dispel Law Evard's Black Tentacles Ice Storm Righteous Might Shrimp Plague (PC3) †† Spell Resistance Summon Nature's Ally V ** Wall of Ice 6th-Level Cleric Spells Antilife Shell Animate Objects Banishment Calm Water Chain Lightning Cone of Cold Forbiddance Glyph of Warding, Greater Heal Mislead Summon Nature's Ally VI ** 7th-Level Cleric Spells Acid Fog Animate Plants ††† Control Weather Legend Lore Regenerate Repulsion Spell Turning Summon Nature's Ally VII ** Swimming Doom (PC3) ‡ Word of Chaos 8th-Level Cleric Spells Antimagic Field Cloak of Chaos Horrid Wilting Mind Blank Moment of Prescience Sea Fury (PC3) ‡‡ Spell Immunity, Greater Summon Nature's Ally VIII ** Whirlwind 9th-Level Cleric Spells Elemental Swarm‡‡‡ Heal, Mass Miracle Prismatic Sphere Shapechange ‡‡‡‡ Storm of Vengeance Summon Nature's Ally IX ** True Resurrection Weapon of the Deity: Trident; +1 shock trident Symbol: The trident Immortal's Alignment: CN Appearance: An aged man or merman with seaweed-green mustache, beard, and hair. Regardless of the setting, he is always dripping with sea-water. He is usually nude but sometimes appears wrapped with seaweed. His face is very mercurial: cheerful one moment, angry the next, briefly thoughtful, then calm and impassive. He carries a trident. He has two alternate Manifestation Forms: a large, intelligent dolphin and a gigantic whale. Names: The Old Man of the Sea - common nick-name. Manwara - Sea-dwelling peoples, i.e. "The Old Triton of the Sea" The Spuming Nooga - Northern Reaches; symbol is a spuming whale. Notes: (3E) from the 3E Mystara website. (PC3) based off a spell in the PC3 Creature Crucible "The Sea People". * Mount - Clerics of Protius who cast 'mount' summon a porpoise instead of a horse. ** Summon Nature's Ally - Aquatic creatures and water elementals should be used whenever possible by the cleric. A Hydrax may be summoned with SNA V. An Undine may be summoned with SNA VII. *** Swiftswimmer - Similar to the spell 'Longstrider', except it increases the base swim speed of the caster. If the caster does not have a listed swim speed, he receives a +4 enhancement bonus to swim checks and is allowed to 'take 10'. † Control Currents - This identical to 'Control Winds' but affects water instead of air. †† Shrimp Plague - Identical to 'Insect Plague' but summons swarms of shrimp instead. This can only be cast underwater. ††† Animate Plants - Only affects aquatic plant life such as seaweed, kelp, reeds, etc. ‡ Swimming Doom - Identical to 'Creeping Doom' summons swarms of shrimp instead. This can only be cast underwater. ‡‡ Sea Fury - Adapted from PC3 and based on the Earthquake spell. ‡‡‡ Water elements should be used whenever possible by the cleric. ‡‡‡‡ Shapechange - Again, aquatic shapes should be favoured by the cleric. |
#8HuginJun 12, 2004 12:15:04 | Loki Spell List (Eternal of the Sphere of Entropy) Domains: Chaos, Charm, Corruption, Evil, Fire, Sphere of Entropy, Thieves, Trickery Special Clerical Powers: You gain the ability to take Bluff, Search and Disable Device as class skills. You may use these skills to detect and disarm traps as though you were a Rogue. 0-Level Cleric Spells (Orisons) Create Water Cure Minor Wounds Detect Magic Detect Poison Guidance Inflict Minor Wounds Light Mending Purify Food and Drink Read Magic Resistance 1st-Level Cleric Spells Burning Hands Charm Person Comprehend Languages Detect Law Detect Secret Doors Disguise Self Entropic Shield Hide from Undead Magic Weapon Protection from Law Silent Image 2nd-Level Cleric Spells Align Weapon - chaos, evil Bless Rune (GAZ 7) Eagle's Splendor Find Traps Interpret Runes (GAZ 7) Invisibility Minor Image Produce Flame Resist Energy Silence Undetectable Alignment 3rd-Level Cleric Spells Blindness/Deafness Continual Flame Crushing Despair Dispel Magic Inscribe Rune (GAZ 7) Knock Know Rune (GAZ 7) Magic Circle against Law Nondetection Obscure Object Suggestion 4th-Level Cleric Spells Chaos Hammer Confusion Detect Scrying Enervation Explosive Runes Geas, Lesser Magic Weapon, Greater Modify Memory Phantasmal Killer Unholy Blight Wall of Fire 5th-Level Cleric Spells Charm Monster Dispel Good Dispel Law Dream False Vision Fire Shield Insect Plague Passwall Persistent Image Slay Living Symbol of Pain 6th-Level Cleric Spells Animate Objects Create Undead Dispel Magic, Greater Fire Seeds Geas/Quest Harm Mislead Nightmare Suggestion, Mass Symbol of Fear Veil 7th-Level Cleric Spells Blasphemy Demand Destruction Ethereal Jaunt Insanity Sequester Symbol of Stunning Symbol of Weakness Word of Chaos Vision 8th-Level Cleric Spells Charm Monster, Mass Cloak of Chaos Demand Discern Location Fire Storm Mass Charm Polymorph Any Object Screen Symbol of Insanity 9th-Level Cleric Spells Dominate Monster Elemental Swarm Loki's Disjunction, [Mordenkainen's] Power Word, Kill Soul Bind Summon Monster IX Teleportation Circle Timestop Weapon of the Immortal: none; dagger of venom Symbol: A beautiful drinking-goblet containing a bubbling, boiling, nasty-looking liquid. Immortal's Alignment: CE Appearance: Loki appears as a slender, hawk-faced, bright-eyed man of the Northern Reaches. He has red flaming hair and wears the furs and clothing of the men of the north; he carries no weapons. Names: Loki - Northern Reaches Farbautides - Thyatis and Isle of Dawn Lokar - Antalians and Neathar Bozdogan - Hule Notes: (GAZ 7) from Gazetteer 7 'The Northern Reaches' |
#9HuginJun 12, 2004 12:27:55 | Odin Spell List (Hierarch of the Sphere of Thought) Domains: Knowledge, Law, Nobility, Planning, Protection, Rune, Sphere of Thought. Special Clerical Powers: Odin's Clerics benefit from the Summon Familiar ability. The familiar must be a Raven. 0-Level Cleric Spells (Orisons) Create Water Cure Minor Wounds Detect Magic Detect Poison Guidance Inflict Minor Wounds Light Mending Purify Food and Drink Read Magic Resistance Virtue 1st-Level Cleric Spells Command Comprehend Languages Deathwatch Detect Chaos Detect Undead Divine Favour Endure Elements Erase Hide from Undead Protection from Chaos Sanctuary Spear of Odin [Magic Missile] 2nd-Level Cleric Spells Bless Rune (Gaz 7) Boar's [Bull's] Strength Calm Emotions Detect Thoughts Enthrall Interpret Runes (Gaz 7) Owl's Wisdom Resist Energy Shield Other Spiritual Weapon Status Zone of Truth 3rd-Level Cleric Spells Bless Weapon Clairaudience/voyance Glyph of Warding Inscribe Rune (Gaz 7) Invisibility Purge Know Rune (Gaz 7) Locate Object Magic Circle against Chaos Magic Vestment Protection from Energy Secret Page Speak with Dead 4th-Level Cleric Spells Detect Scrying Discern Lies Divination Divine Power Explosive Runes Geas, Lesser Planar Ally, Lesser* Order's Wrath Sending Spell Immunity Tongues Zone of Silence 5th-Level Cleric Spells Atonement Command, Greater Commune Control Winds Dispel Chaos Dispel Evil Disrupting Weapon Mark of Justice Planar Binding, Lesser Spell Resistance Symbol of Sleep True Seeing 6th-Level Cleric Spells Antilife Shell Find the Path Forbiddance Geas/Quest Glyph of Warding, Greater Heroes' Feast Hold Monster Owl's Wisdom, Mass Planar Ally Symbol of Fear Symbol of Persuassion Undeath to Death 7th-Level Cleric Spells Analyze Dweomer Control Weather Dictum Holy Word Instant Summons, Drawmij's Legend Lore Odin's Grasping Hand, [Bigby's] Repulsion Scrying, Greater Symbol of Stunning Symbol of Weakness 8th-Level Cleric Spells Antimagic Field Demand Discern Location Mind Blank Odin's Clenched Fist, [Bigby's] Planar Ally, Greater Shield of Law Spell Immunity, Greater Symbol of Death Symbol of Insanity 9th-Level Cleric Spells Astral Projection Foresight Gate Miracle Odin's Crushing Hand, [Bigby's] Prismatic Sphere Storm of Vengeance Teleportation Circle Timestop Weapon of the Immortal: Spear; +1 frost shortspear Symbol: Silhouettes of two ravens faceing one another, with the head of a man between them; they whisper into his ears. Immortal's Alignment: LG Appearance: Odin is one of the few Immortals who forgoes an immaculate appearance: his Manifestation Form is that of a bearded old man with broad shoulders but a bent back. He dresses all in grey, from his weatherbeaten hat to his tattered cloak, and leans on a staff (in fact, his powerful spear) as he walks. He wears a patch over his left eye. Wherever he goes, his two pet ravens, Hugin and Mugin, will be somewhere nearby. Names: Wotan - in the Hollow World Viuden - in the Hinterlands (many other nick-names) Notes: * if available, use 'Harrier' (renamed 'Odin's Raven') from Defenders of the Faith, instead of 'Planar Ally, Lesser'. (Gaz 7) spells from the Northern Reaches Gazeetter. |
#10HuginJun 18, 2004 16:24:46 | Khoronus Spell List (Hierarch of the Sphere of Time) Domains: Fate, Knowledge, Law, Planning, Renewal, Sphere of Time Special Clerical Powers: Free Improved Initiative feat. 0-Level Cleric Spells (Orisons) Create Water Cure Minor Wounds Detect Magic Detect Poison Guidance Inflict Minor Wounds Light Mending Purify Food and Drink Read Magic Resistance Virtue 1st-Level Cleric Spells Comprehend Languages Deathwatch Detect Chaos Detect Evil Detect Secret Doors Divine Favour Obscuring Mist Protection from Chaos Sanctuary Shield of Faith Sleep True Strike 2nd-Level Cleric Spells Aid Augury Calm Emotions Delay Poison Detect Thoughts Gentle Repose Identify Make Whole Owl's Wisdom Remove Paralysis Restoration, Lesser Status 3rd-Level Cleric Spells Clairaudience/Clairvoyance Dispel Magic Gaseous Form Helping Hand Invisibility Purge Magic Circle against Chaos Obscure Object Protection from Energy Remove Blindness/Deafness Remove Disease Water Walk Wind Wall 4th-Level Cleric Spells Control Water Death Ward Detect Scrying Dimensional Anchor Divination Geas, Lesser Haste Order's Wrath Reincarnate Restoration Rusting Grasp Tongues 5th-Level Cleric Spells Atonement Break Enchantment Commune Contact Other Plane Cure Light Wounds, Mass Dispel Chaos Disrupting Weapon Dream Khoronus' Telepathic Bond, [Rary's] Mark of Justice Spell Resistance True Seeing 6th-Level Cleric Spells Banishment Calm Water Dispel Magic, Greater Find the Path Geas/Quest Heal Hold Monster Heroes' Feast Owl's Wisdom, Mass Prying Eyes Undeath to Death Word of Recall 7th-Level Cleric Spells Analyze Dweomer Changestaff Dictum Ethereal Jaunt Legend Lore Limited Wish Refuge Regenerate Restoration, Greater Resurrection Scrying, Greater 8th-Level Cleric Spells Dimensional Lock Discern Location Horrid Wilting Mass Heal Mind Blank Moment of Prescience Phase Door Polymorph Any Object Shield of Law Temporal Stasis 9th-Level Cleric Spells Etherealness Foresight Freedom Heal, Mass Hold Monster, Mass Miracle Summon Monster IX Timestop True Resurrection Weapon of the Immortal: Scythe; +1 keen scythe. Symbol: A water-clock or hourglass Immortal's Alignment: LN Appearance: A tall, stately man, so old as to appear ageless. He has long white hair and a very long beard (also white), but is neither wizened nor stooped. Names: Father Time - nick-name |
#11HuginJun 23, 2004 17:08:38 | Karaash Spell List (Initiate of the Sphere of Thought) Domains: Planning, Sphere of Thought, Strength, War, Will Special Clerical Powers: Free Exotic Weapon Proficiency feat (Greatsword/Karaash Sword). Wounds caused by the Karaash used as your Gris-Gris (divine focus) heal slowly, recovering 1 point for every 2 points of natural or magical healing that would normally apply. 0-Level Cleric Spells (Orisons) Create Water Cure Minor Wounds Detect Magic Inflict Minor Wounds Light Purify Food and Drink Read Magic 1st-Level Cleric Spells Command Comprehend Languages Deathwatch Endure Elements Enlarge Person Magic Weapon True Strike 2nd-Level Cleric Spells Augury Bull's Strength Calm Emotions Detect Thoughts Hold Person Owl's Wisdom Spiritual Weapon 3rd-Level Cleric Spells Clairaudience/Clairvoyance Crushing Despair Invisibility Purge Keen Edge Locate Object Magic Vestment Speak with Dead 4th-Level Cleric Spells Detect Scrying Discern Lies Divine Power Magic Weapon, Greater Modify Memory Sending Zone of Silence 5th-Level Cleric Spells Command, Greater Commune Control Winds Flame Strike Righteous Might Spell Resistance True Seeing 6th-Level Cleric Spells Blade Barrier Bull's Strength, Mass Find the Path Forbiddance Geas/Quest Heroes' Feast Stoneskin 7th-Level Cleric Spells Analyze Dweomer Control Weather Grasping Hand Karaash's Grasping Hand, [Bigby's] Power Word, Blind Scrying, Greater 8th-Level Cleric Spells Discern Location Karaash's Clenched Fist, [Bigby's] Mind Blank Moment of Prescience Power Word, Stun 9th-Level Cleric Spells Astral Projection Freedom Karaash's Crushing Hand, [Bigby's] Power Word, Kill Weapon of the Immortal: Crossbow; +1 Screaming Bolt Symbol: A huge two-handed great-sword (known as the Karaash); the lower half of the blade is normal, but the upper half of the blade has an even row of many wicked-looking flanges on both edges. Immortal's Alignment: N Appearance: A strong orc-king in the prime of his life. He has healthy yellow skin and perfect tusks protruding from his lower jaw; his head and shoulders are thich with black hair. He has exceptionally intelligent eyes and a stern military manner. He dresses in custom-made, spiky, flanged plate mail armour and carries the special Karaash sword that is his symbol. Names: Ilneval Hong-Tzu |
#12HuginJun 26, 2004 10:49:06 | For those that are using these spell-lists (either as is or modified to personal tastes), I have just switched MC to 3.5 edition and so this will affect these lists. Some of those already posted have been revised and improved. More importantly though, I think I'm starting to get the hang of this. :D As I've been working on the lists I've refined the way I've been doing them, seeing better ways and new information, and hopefully this will result in better lists. Finally, if you're wondering how I pick which Immortals to do up, I do them as I need them IMC. If anyone has any requests for Immortals not yet done, please ask, I'd by happy to do them for you - starting with the alignment lists requested by Spellweaver. And as always, comments and critisisms are welcome! Added: As I previously said about not using alignments as an option for Clerical following IMC, after working on it, I thought that the Spheres of Power would be good choices for clerics to follow. I can see clerics gaining their spells from a sphere making more sense (to me) than from an alignment. However, a cleric can still have an alignment as his focus by chosing a sphere with the domain of the alignment he wants. I hope this makes sense to people. |
#13HuginJun 26, 2004 12:32:39 | Sphere of Energy Spell List Domains: Choas, Fire, Magic, Sphere of Energy, Storm, Travel Special Clerical Powers: You receive the Empower Spell feat for free. 0-Level Cleric Spells (Orisons) Create Water Cure Minor Wounds Detect Magic Inflict Minor Wounds Light Read Magic Resistance 1st-Level Cleric Spells Burning Hands Detect Law Endure Elements Expeditious Retreat Magic Aura, Nystul's Protection from Law Summon Monster I 2nd-Level Cleric Spells Gust of Wind Heat Metal Produce Flame Remove Paralysis Resist Energy Shatter Summon Monster II 3rd-Level Cleric Spells Call Lightning Create Food and Water Dispel Magic Magic Circle against Law Protection from Energy Searing Light Summon Monster III 4th-Level Cleric Spells Chaos Hammer Freedom of Movement Haste Imbue with Spell Ability Sleet Storm Summon Monster IV Wall of Fire 5th-Level Cleric Spells Break Enchantment Dispel Law Flame Strike Teleport Plane Shift Spell Resistance Summon Monster V 6th-Level Cleric Spells Animate Objects Dispel Magic, Greater Fire Seeds Harm Summon Monster VI Undeath to Death Word of Recall 7th-Level Cleric Spells Control Weather Destruction Spell Turning Summon Monster VII Teleport, Greater Word of Chaos 8th-Level Cleric Spells Cloak of Chaos Fire Storm Phase Door Protection from Spells Summon Monster VIII 9th-Level Cleric Spells Disjunction, [Mordenkainen's] Elemental Swarm* Storm of Vengeance Summon Monster IX Weapon of the Immortal: none Symbol: none Notes: * Fire elementals should be used whenever possible by the cleric. |
#14HuginJun 26, 2004 15:26:54 | Sphere of Entropy Spell List Domains: Corruption, Death, Destruction, Evil, Sphere of Entropy Special Clerical Powers: You receive the Silent Spell feat for free. Spells used with the Still Spell feat gain the [Entropy] spell descriptor. 0-Level Cleric Spells (Orisons) Acid Splash Detect Magic Detect Poison Inflict Minor Wounds Read Magic Resistance Touch of Fatigue 1st-Level Cleric Spells Detect Good Detect Undead Doom Entropic Shield Hide from Undead Magic Weapon Protection from Good 2nd-Level Cleric Spells Darkness Death Knell Enthrall Ghoul Touch Hold Person Silence Undetectable Alignment 3rd-Level Cleric Spells Animate Dead Blindness/Deafness Contagion Crushing Despair Deeper Darkness Magic Circle against Good Speak with Dead 4th-Level Cleric Spells Confusion Dismissal Enervation Magic Weapon, Greater Modify Memory Spell Immunity Unholy Blight 5th-Level Cleric Spells Dispel Good Dream Flame Strike Inflict Light Wounds, Mass Insect Plague Slay Living Symbol of Pain 6th-Level Cleric Spells Antilife Shell Dispel Magic, Greater Create Undead Harm Inflict Moderate Wounds, Mass Planar Ally Symbol of Fear 7th-Level Cleric Spells Blasphemy Destruction Disintegrate Inflict Serious Wounds, Mass Repulsion Symbol of Weakness 8th-Level Cleric Spells Antimagic Field Create Greater Undead Inflict Critical Wounds, Mass Spell Immunity, Greater Symbol of Death 9th-Level Cleric Spells Energy Drain Implosion Soul Bind Wail of the Banshee Weapon of the Immortal: none Symbol: none |
#15HuginJun 26, 2004 16:49:12 | Sphere of Matter Spell List Domains: Craft, Earth, Fortitude, Law, Sphere of Matter Special Clerical Powers: You receive the Enlarge Spell feat for free. 0-Level Cleric Spells (Orisons) Create Water Detect Magic Detect Poison Mending Purify Food and Drink Read Magic Resistance 1st-Level Cleric Spells Detect Chaos Detect Secret Doors Endure Elements Enlarge Person Magic Stone Protection from Chaos Sanctuary 2nd-Level Cleric Spells Bear's Endurance Bull's Strength Calm Emotions Gentle Repose Make Whole Soften Earth and Stone Wood Shape 3rd-Level Cleric Spells Create Food and Water Glyph of Warding Helping Hand Magic Circle against Chaos Meld into Stone Protection from Energy Stone Shape 4th-Level Cleric Spells Death Ward Enlarge Person, Mass Giant Vermin Minor Creation Order's Wrath Restoration Spike Stones 5th-Level Cleric Spells Cure Light Wounds, Mass Dispel Chaos Disrupting Weapon Insect Plague Righteous Might Spell Resistance Wall of Stone 6th-Level Cleric Spells Bear's Endurance, Mass Blade Barrier Bull's Strength, Mass Cure Moderate Wounds, Mass Glyph of Warding, Greater Heroes' Feast Stoneskin 7th-Level Cleric Spells Cure Serious Wounds, Mass Dictum Refuge Regenerate Restoration, Greater Transmute Metal to Wood 8th-Level Cleric Spells Cure Serious Wounds, Mass Earthquake Iron Body Ironform (3E) Shield of Law 9th-Level Cleric Spells Elemental Swarm* Gate Shapechange Steelform Weapon of the Immortal: none Symbol: none Notes: (3E) from the 3E Mystara website. * Earth elementals should be used whenever possible by the cleric. |
#16katana_oneJun 27, 2004 19:59:01 | Hmm. I already had clerics devoted to the Spheres of Power on my website a few months ago … I took a simpler approach to it apparently. Check it out … http://www.angelfire.com/games4/mystara/clerics.html |
#17HuginJun 29, 2004 16:58:14 | by Katana_one Thanks! I like the way you described a cleric of one of spheres. That's exactly how I'll play these clerics IMC. I'm going to incorporate your ideas on the domains as well (if you don't mind). As for my going through all the trouble to create spell lists for each Immortal/Sphere, all I can say is that unique lists are something that really appeals to me. It gives extra character to different clerical orders. Another reason I like to do the lists is to reduce the number of spells available. I think it might be a residual preference from OD&D when their was only around 6 - 8 spells per level. I could use some help though - I don't like the Special Clerical Powers that I got from the 3E Mystara website for the spheres of power - any suggestions? |
#18HuginJun 30, 2004 17:37:59 | Sphere of Thought Spell List Domains: Air, Knowledge, Planning, Sphere of Thought, Truth Special Clerical Powers: You receive the Still Spell feat for free. 0-Level Cleric Spells (Orisons) Detect Magic Detect Poison Guidance Light Purify Food and Drink Read Magic Virtue 1st-Level Cleric Spells Command Comprehend Languages Confusion, Lesser Deathwatch Detect Secret Doors Hide from Undead Obscuring Mist 2nd-Level Cleric Spells Augury Calm Emotions Detect Thoughts Enthrall Gust of Wind Owl's Wisdom Zone of Truth 3rd-Level Cleric Spells Clairaudience/Clairvoyance Dispel Magic Gaseous Form Invisibility Purge Locate Object Speak with Dead Wind Wall 4th-Level Cleric Spells Air Walk Detect Scrying Discern Lies Modify Memory Planar Ally, Lesser Sending Tongues 5th-Level Cleric Spells Command, Greater Commune Control Winds Mark of Justice Symbol of Sleep Telepathic Bond True Seeing 6th-Level Cleric Spells Dispel Magic, Greater Find the Path Forbiddance Geas/Quest Owl's Wisdom, Mass Planar Ally Wind Walk 7th-Level Cleric Spells Analyze Dweomer Control Weather Insanity Legend Lore Scrying, Greater Symbol of Stunning 8th-Level Cleric Spells Discern Location Mind Blank Planar Ally, Greater Symbol of Insanity Whirlwind 9th-Level Cleric Spells Astral Projection Elemental Swarm* Foresight Miracle Weapon of the Immortal: none Symbol: none Notes: * Air elements should be used whenever possible by the cleric. |
#19HuginJun 30, 2004 17:44:15 | Sphere of Time Spell List Domains: Fate, Healing, Renewal, Sphere of Time, Water Special Clerical Powers: You receive the Extend Spell feat for free. 0-Level Cleric Spells (Orisons) Create Water Cure Minor Wounds Detect Magic Guidance Mending Read Magic Resistance 1st-Level Cleric Spells Detect Evil Erase Longstrider Magic Weapon Protection from Evil Shield of Faith True Strike 2nd-Level Cleric Spells Aid Augury Delay Poison Fog Cloud Gentle Repose Restoration, Lesser Status 3rd-Level Cleric Spells Obscure Object Magic Circle against Evil Plant Growth Protection from Energy Remove Disease Speak with Dead Water Breathing 4th-Level Cleric Spells Control Water Death Ward Dimensional Anchor Divination Haste Restoration Rusting Grasp 5th-Level Cleric Spells Atonement Break Enchantment Ice Storm Mark of Justice Plane Shift Summon Monster V Wall of Thorns 6th-Level Cleric Spells Calm Water Cone of Cold Contingency Geas/Quest Heroes' Feast Owl's Wisdom, Mass Word of Recall 7th-Level Cleric Spells Acid Fog Destruction Legend Lore Restoration, Greater Summon Monster VII Vision 8th-Level Cleric Spells Horrid Wilting Mind Blank Polymorph Any Object Summon Monster VIII Symbol of Death 9th-Level Cleric Spells Elemental Swarm* Foresight Freedom Timestop Weapon of the Immortal: none Symbol: none Notes: * Water elementals should be used whenever possible by the cleric. |
#20katana_oneJul 01, 2004 18:15:02 | Glad you liked my take on the topic. I had started to come up with Domain spell lists for each of the Spheres but never finished them. Eventually I just gave up and went with the option you see on my site. Too much work if you ask me. ;) |
#21HuginJul 02, 2004 15:23:32 | Too much work if you ask me. I don't know if I should take pride in the fact that it only takes me as long to make one of these spell lists as it takes me to create one or two NPCs, or, feel shame that it takes me that long to make NPCs. :D I'm trying to average one a day so we'll see I guess. I had started to come up with Domain spell lists for each of the Spheres but never finished them. Over on the 3E Mystara website (there's a link from the Vaults homepage) they have domains done up for the spheres as well as most of the ones from the Forgotten Realms. It's a good site but don't hold your breath waiting for updates! They need to take notes from the way Shawn keeps the Vaults going! |
#22HuginJul 02, 2004 15:31:33 | Ilsundal Spell List (Hierarch of the Sphere of Energy) Domains*: Elf, Family, Good, Magic, Plant, Protection, Sphere of Energy Special Clerical Powers: You gain the Alertness feat as a bonus feat. Spot and Listen are class skills. 0-Level Cleric Spells (Orisons) Create Water Cure Minor Wounds Detect Magic Detect Poison Guidance Inflict Minor Wounds Light Mending Purify Food and Drink Read Magic Resistance Virtue 1st-Level Cleric Spells Calm Animals Detect Evil Detect Law Endure Elements Entangle Expeditious Retreat Magic Aura, Nystul's Protection from Evil Sanctuary Shield of Faith Summon Nature's Ally I True Strike 2nd-Level Cleric Spells Aid Animal Trance Barkskin Cat's Grace Eagle's Splendor Heat Metal Identify Remove Paralysis Shatter Shield Other Speak with Animals Summon Nature's Ally II 3rd-Level Cleric Spells Create Food and Water Dispel Magic Glyph of Warding Helping Hand Invisibility Purge Magic Circle against Evil Magic Vestment Remove Blindness/Deafness Plant Growth Protection from Energy Snare Speak with Plants 4th-Level Cleric Spells Command Plants Confusion Detect Scrying Dimensional Anchor Dismissal Freedom of Movement Holy Smite Imbue with Spell Ability Planar Ally, Lesser Repel Vermin Spell Immunity Tree Stride 5th-Level Cleric Spells Atonement Break Enchantment Commune with Nature Dispel Evil Disrupting Weapon Flame Strike Ilsundal's Telepathic Bond, [Rary's] Plane Shift Spell Resistance Summon Nature's Ally V True Seeing Wall of Thorns 6th-Level Cleric Spells Animate Objects Antilife Shell Blade Barrier Dispel Magic, Greater Eagle's Splendor, Mass Find the Path Forbiddance Glyph of Warding, Greater Heroes' Feast Planar Ally Repel Wood Undeath to Death 7th-Level Cleric Spells Analyze Dweomer Animate Plants Changestaff Ethereal Jaunt Holy Word Liveoak Refuge Repulsion Spell Turning Summon Nature's Ally VII Vision 8th-Level Cleric Spells Antipathy Antimagic Field Control Plants Dimensional Lock Fire Storm Mind Blank Protection from Spells Spell Immunity, Greater Summon Nature's Ally VIII Word of Recall 9th-Level Cleric Spells Disjunction, Mordenkainen's Etherealness Foresight Prismatic Sphere Shambler Shapechange Storm of Vengeance Summon Nature's Ally IX Sunburst Weapon of the Immortal: Longsword; +1 defending longsword Symbol: A silhouette of the oaken tree of life. Immortal's Alignment: LG Appearance: Ilsundal appears as an aged, wise-eyed elf; his garments and hair colour vary from appearance to appearance, for he does not want to suggest that he is the special patron of any specific sub-race of elves. Names: The Wise One Notes: * Use Summon Nature's Ally instead of any Summon Monster domain spells for Ilsundal. |
#23HuginJul 02, 2004 15:40:17 | Benekander Spell List (Initiate of the Sphere of Energy) Domains: Craft, Good, Metal, Sphere of Energy, Sun, Trade Special Clerical Powers: You receive Darkvision as a supernatural ability. If you already have Darkvision your range is increased by 30 ft. 0-Level Cleric Spells (Orisons) Detect Magic Guidance Light Mending Read Magic Resistance Virtue 1st-Level Cleric Spells Animate Rope Detect Evil Endure Elements Magic Weapon Message Shield of Faith Protection from Evil 2nd-Level Cleric Spells Aid Eagle's Splendor Heat Metal Make Whole Remove Paralysis Shield Other Wood Shape 3rd-Level Cleric Spells Continual Flame Keen Edge Locate Object Magic Circle against Evil Magic Vestment Searing Light Stone Shape 4th-Level Cleric Spells Freedom of Movement Haste Holy Smite Magic Weapon, Greater Minor Creation Rusting Grasp Sending 5th-Level Cleric Spells Dispel Evil Fabricate Fire Shield Flame Strike Major Creation True Seeing Wall of Stone 6th-Level Cleric Spells Animate Objects Blade Barrier Fire Seeds Guards and Wards Hold Monster Stoneform (3E) Wall of Iron 7th-Level Cleric Spells Analyze Dweomer Holy Word Magnificent Mansion, Mordenkainen's Refuge Sunbeam Transmute Metal to Wood 8th-Level Cleric Spells Discern Location Fire Storm Ironform (3E) Mind Blank Sunburst 9th-Level Cleric Spells Prismatic Sphere Repel Metal or Stone Steelform (3E) Storm of Vengeance Weapon of the Immortal: Mace; +1 shock heavy mace Symbol: His peculiar symbol shows a dog (a beagle) in a one-piece suit (jumpsuit), wearing a hardhat, carrying a big adjustable wrench in one hand and rapping it into the palm of his other hand (this was once the disignation of the engineer's department aboard the "Beagle". Immortal's Alignment: LG Appearance: Benekander's Manifestation Form is that of a tall (7'), lean man with black hair and a neatly trimmed moustache and beard; his skin colour is a light green and his eyes are blue. He wears a blue jumpsuit with black boots and belt and carries a perfectly round shield with a mirror-like surface. His Mortal Identity form as "Rheddrian", a merchant recently settled in Darokin, has the same facial features but is a foot shorter and lacks the unusual skin colouration; in mortal guise he wears rich clothes appropriate to whatever area of Mystara he finds himself in. Names: Rheddrian Notes: (3E) from the 3E Mystara website. |
#24spellweaverJul 03, 2004 11:36:14 | Originally posted by Hugin Hmm... when I reread this question I spotted that it only concerned the Spheres of Power and not the immortals. I was going to suggest that clerics/priests of Odin got some granted powers with ravens: Speak with Animals (ravens), or they could be granted the wizardly power of having a raven familiar, which would act as a spy and messenger just as Odin's ravens do? About powers for clerics of the spheres: Why not grant them some form of power over or immunity to the particular sphere? Clerics of matter might be immune to attacks from Earth elementals, clerics of though might have a highter will save or resistance to mind-affecting spells and clerics of energy could have any number of energy spells or immunities. Clerics of Time would naturally be immune to aging attacks and might not age at all unless they wish to? Just ideas, keep these great lists of spells comming!! :D :-) Jesper |
#25HuginJul 05, 2004 16:40:57 | Good ideas spellweaver. I'll see how I can work them in, and balanced of course - but I like the direction! Also, I think I have to "re-evaluate" Odin's granted powers. That raven idea rocks! |
#26HuginJul 05, 2004 16:47:00 | Petra Spell List (Celestial of the Sphere of Time) Domains: Fortitude, Good, Law, Protection, Sphere of Time, Strength Special Clerical Powers: You gain Leadership as a bonus feat and a +2 luck bonus on your Leadership score. The feat is gained immediately but cannot be used until you reach the prerequisite character level of 6. 0-Level Cleric Spells (Orisons) Cure Minor Wounds Detect Magic Detect Poison Guidance Light Mending Purify Food and Drink Read Magic Virtue 1st-Level Cleric Spells Detect Evil Divine Favour Endure Elements Enlarge Person Protection from Chaos Protection from Evil Sanctuary Shield of Faith True Strike 2nd-Level Cleric Spells Aid Augury Bear's Endurance Bull's Strength Calm Emotions Delay Poison Gentle Repose Restoration, Lesser Shield Other 3rd-Level Cleric Spells Glyph of Warding Helping Hand Magic Circle against Chaos Magic Circle against Evil Magic Vestment Obscure Object Protection from Energy Remove Disease Suggestion 4th-Level Cleric Spells Death Ward Dimensional Anchor Divination Divine Power Holy Smite Order's Wrath Repel Vermin Restoration Spell Immunity 5th-Level Cleric Spells Atonement Break Enchantment Dispel Chaos Dispel Evil Disrupting Weapon Mark of Justice Righteous Might Spell Resistance Wall of Stone 6th-Level Cleric Spells Blade Barrier Bull's Strength, Mass Forbiddance Glyph of Warding, Greater Heal Hold Monster Stoneskin Undeath to Death Word of Recall 7th-Level Cleric Spells Dictum Holy Word Legend Lore Petra's Grasping Hand, [Bigby's] Regenerate Repulsion Restoration, Greater Spell Turning 8th-Level Cleric Spells Antimagic Field Horrid Wilting Iron Body Mind Blank Petra's Clenched Fist, [Bigby's] Shield of Law Spell Immunity, Greater 9th-Level Cleric Spells Etherealness Heal, Mass Petra's Crushing Hand, [Bigby's] Prismatic Sphere Summon Monster IX True Resurrection Weapon of the Immortal: War Hammer: +1 defending war hammer Symbol: A circular shield with a round boss in the center; many of her Karameikian followers erroneously interpret this as an overhead view of a potter's wheel. Immortal's Alignment: LG Appearance: Petra appears as a small, fair, dark-haired woman wearing the stylish bronze armour of the ancient Traldar peoples or the sculpted leather armour of the later Milenians and carrying a large flanged mace. |
#27HuginJul 05, 2004 16:50:32 | Zirchev Spell List (Celestial of the Sphere of Energy) Domains*: Animal, Good, Magic, Spell, Sphere of Energy Special Clerical Powers: You gain Alertness and Track as free feats. Survival is a class skill 0-Level Cleric Spells (Orisons) Create Water Detect Magic Detect Poison Guidance Light Mending Purify Food and Drink Read Magic Resistance 1st-Level Cleric Spells Calm Animals Detect Evil Entangle Expeditious Retreat Mage Armour Protection from Evil Shield of Faith Summon Nature's Ally I Zirchev's Magic Aura, [Nystul's] 2nd-Level Cleric Spells Aid Animal Messenger Animal Trance Heat Metal Hold Animal Identify Shatter Silence Summon Nature's Ally II 3rd-Level Cleric Spells Dispel Magic Dominate Animal Invisibility Purge Magic Circle against Evil Magic Vestment Plant Growth Remove Blindness/Deafness Searing Light Summon Nature's Ally III 4th-Level Cleric Spells Detect Scrying Dismissal Freedom of Movement Haste Holy Smite Imbue with Spell Ability Repel Vermin Spell Immunity Summon Nature's Ally IV 5th-Level Cleric Spells Break Enchantment Commune with Nature Dispel Evil Disrupting Weapon Flame Strike Insect Plague Plane Shift Spell Resistance Summon Nature's Ally V 6th-Level Cleric Spells Animal Growth Animate Objects Antilife Shell Blade Barrier Dispel Magic, Greater Find the Path Forbiddance Zirchev's Lucubration, [Mordenkainen's] Summon Nature's Ally VI 7th-Level Cleric Spells Analyze Dweomer Changestaff Ethereal Jaunt Holy Word Limited Wish Spell Turning Summon Nature's Ally VII Transmute Metal to Wood 8th-Level Cleric Spells Animal Shapes Antimagic Field Creeping Doom Fire Storm Protection from Spells Spell Immunity, Greater Summon Nature's Ally VIII 9th-Level Cleric Spells Etherealness Shambler Shapechange Storm of Vengeance Summon Nature's Ally IX Zirchev's Disjunction, [Mordenkainen's] Weapon of the Immortal: Bow; +1 frost long bow Symbol: A hawk riding on the shoulders of a wolf. Immortal's Alingment: NG Appearance: Zirchev, in life, was a pundgy, unattractive, clumbsy man. Consequently, he made himself a Manifestation Form which is a strongly-muscled, handsome huntsman. He wears forest-green clothes, carries a bow, and is usually accompanied by a retinue of either tame animals or forest-race followers. Names: The Huntsman Notes: * Use Summon Nature's Ally instead of any Summon Monster domain spells for Zirchev. |
#28HuginJul 06, 2004 17:00:39 | Vanya Spell List (Empyreal of the Sphere of Time) Domains: Retribution, Sphere of Time, War, Will Special Clerical Powers: You gain Martial Weapon proficiency and Weapon Focus in your choice of sword as free feats. 0-Level Cleric Spells (Orisons) Create Water Cure Minor Wounds Detect Magic Detect Poison Guidance Inflict Minor Wounds Light Mending Read Magic Resistance 1st-Level Cleric Spells Bane Command Detect Evil Divine Favour Doom Endure Elements Magic Weapon Protection from Evil Shield of Faith True Strike 2nd-Level Cleric Spells Aid Augury Bear's Endurance Delay Poison Eagle's Splendor Hold Person Remove Paralysis Restoration, Lesser Spiritual Weapon Undetectable Alignment 3rd-Level Cleric Spells Crushing Despair Helping Hand Heroism Magic Circle against Evil Magic Vestment Obscure Object Protection from Energy Remove Disease Speak with Dead Water Breathing 4th-Level Cleric Spells Control Water Death Ward Dimensional Anchor Dismissal Divination Divine Power Geas, Lesser Magic Weapon, Greater Repel Vermin Restoration 5th-Level Cleric Spells Break Enchantment Command, Greater Disrupting Weapon Dispel Evil Fire Shield Flame Strike Mark of Justice Righteous Might Spell Resistance Symbol of Pain 6th-Level Cleric Spells Animate Objects Banishment Bear's Endurance, Mass Blade Barrier Forbiddance Geas/Quest Heal Heroism, Greater Undeath to Death Word of Recall 7th-Level Cleric Spells Legend Lore Limited Wish Power Word, Blind Refuge Regenerate Repulsion Spell Turning Symbol of Stunning Symbol of Weakness 8th-Level Cleric Spells Demand Dimensional Lock Discern Location Fire Storm Horrid Wilting Mind Blank Power Word, Stun Symbol of Death 9th-Level Cleric Spells Etherealness Dominate Monster Freedom Miracle Power Word, Kill Storm of Vengeance True Resurrection Weapon of the Immortal: Sword; +1 mighty cleaving longsword Symbol: A vertical lance with two horizontal short swords, one above the other, crossed over it. In the Heldann Freeholds, her symbol is of a black lion on a white background. Immortal's Alignment: N Appearance: Vanya appears as a woman of medium height, with long brown hair in a single braid. She wears leather armour made from the skin of a red dragon, riding clothes, spurs, and she carries weapons - usually a long sword and a short sword. Names: Patroness of War and Conquerors |
#29spellweaverJul 06, 2004 17:02:25 | Originally posted by Hugin Thanks! :D
I have been giving clerical powers some thought. Many of the guys I play with often say that the cleric class is the most powerful in the new 3E D&D. And perhaps they are right? Good saves, decent hit points and use of armour and weapons and with spontaneous casting, feats such as extra turning and spell focus they can really kick some a... Especially if we do not limit the number of spells each priest can choose from, as Hugin is suggesting we do. But there is one other very obvious balancing effect that perhaps ought to come into play far more often than it usually happens in most gaming groups. The fact that the cleric serves someone! He is not free to do what he wants as most other classes. In exchange for his power and status, he is expected to sacrifice many of his personal desires and fulfil his duty to the church. Every time a PC cleric is dominating the game too much, the DM should feel free to "yank his chain" a bit and remind him of who he serves. This can be done in a number of ways: forcing him to donate his accumulated treasure to the church, sending him on a mission to a stinking marshland when he would rather stay in the capital with his friends, having someone higher up in the hierarchy take credit for his achievements etc. Or how about the immortal sets certain criteria to allow a cleric follower to advance to the next level? To prove himself worthy of new spells and prestige? A priest of Vanya could be required to lead (5 x his next level) number of warriors into glorious battle before being granted the powers of his new level? Or a priest of Korotiku might recieve a quest to trick a particular dangerous and cunning monster? And again, a priest of Ixion might be required to slay X number of undead to gain his new level? There are many possibilities, it is just important to remember that none of these requirements should be allowed to take time away from the rest of the group. These minor tasks or quests are best played out during normal adventures if possible. :-) Jesper |
#30HuginJul 07, 2004 17:19:32 | by Spellweaver Excelent comments Spellweaver. The PC cleric of Odin IMC is a very potent character indeed - and at only level 4! - but his service of Odin comes first. For a while, he lost his ability to cast spells because he put personal interest before determining what Odin needed done. The life of a cleric is one of survitude, even if it is in the service of destruction. |
#31HuginJul 07, 2004 17:25:36 | Valerias Spell List (Hierarch of the Sphere of Matter) Domains: Chaos, Fate, Luck, Protection, Romance, Sphere of Matter Spontaneous Casting: Non-evil clerics of Valerias may only spontaneous cast for Cure spells, not Inflict spells. Special Clerical Powers: You can cast 'Remove Fear' once per day as a spell-like ability. 0-Level Cleric Spells (Orisons) Create Water Cure Minor Wounds Detect Magic Detect Poison Guidance Inflict Minor Wounds Light Mending Purify Food and Drink Read Magic Resistance Virtue 1st-Level Cleric Spells Bless Comprehend Languages Detect Law Endure Elements Entropic Shield Magic Stone Message Protection from Law Sanctuary Shield of Faith True Strike Ventriloquism 2nd-Level Cleric Spells Aid Augury Detect Animals or Plants Eagle's Splendor Enthrall Knock Shatter Shield Other Spiritual Weapon Status Tongues Undetectable Alignment 3rd-Level Cleric Spells Create Food and Water Displacement Helping Hand Invisibility Purge Good Hope Glyph of Warding Good Hope Locate Object Magic Circle against Law Protection from Energy Remove Blindness/Deafness Stone Shape 4th-Level Cleric Spells Chaos Hammer Death Ward Discern Lies Divination Freedom of Movement Geas, Lesser Locate Object Repel Vermin Sending Spell Immunity Tongues Valerias' Secure Shelter, [Leomund's] 5th-Level Cleric Spells Break Enchantment Dispel Law Dream False Vision Insect Plague Mark of Justice Spell Resistance Symbol of Sleep Telekinesis Valerias' Telepathic Bond, [Rary's] Valerias' Secret Chest, [Leomund's] Wall of Stone 6th-Level Cleric Spells Animate Objects Antilife Shell Blade Barrier Eagle's Splendor, Mass Forbiddance Geas/Quest Glyph of Warding, Greater Heroes' Feast Mislead Stoneskin Symbol of Persuassion Word of Recall 7th-Level Cleric Spells Phase Door Planr Shift Refuge Repulsion Spell Turning Symbol of Weakness Teleport Object Valerias' Instant Summons, [Drawmij's] Valerias' Magnificent Mansion, [Mordenkainen's] Vision Word of Chaos 8th-Level Cleric Spells Antimagic Field Cloak of Chaos Clone Dimensional Lock Earthquake Mind Blank Moment of Prescience Screen Spell Immunity, Greater Sympathy 9th-Level Cleric Spells Dominate Monster Foresight Gate Implosion Miracle Prismatic Sphere Shapechange Storm of Vengeance Summon Monster IX Weapon of the Immortal: Short Sword; +1 defending shortsword Symbol: A delicate rose with especially-sharp thorns. Immortal's Alignment: CN Appearance: Valerias always appears to mortals as beautiful woman of the race which most of them belong; if she is appearing to the men of Tangor, for instance, she will be lithe and dark-skinned; before men of the Northern Reaches she will be buxom and blond. She will be dressed in the most costly and exquisite clothes and jewels of that culture. Whatever her form, she always wears the golden earrings bearing imprints of the rising sun, a present from Ixion. Names: Patroness of Love/Romance Girder-On of Weapons |
#32HuginJul 12, 2004 16:35:41 | Al-Kalim Spell List (Initiate of the Sphere of Time) Domains: Desert Oasis, Family, Knowledge, Law, Nobility, Sphere of Time, Sun, War Spontaneous Casting: Clerics of Al-Kalim may only spontaneous cast for Cure spells, not Inflict spells. Special Clerical Powers: You can cast "Predict Weather (3E)" as a spell-like ability once per day. In addition to the list of seven (7) spells granted by Al-Kalim (due to him being an Initiate), you may also choose from among the list of Druid spells listed. This does not provide more spells per level that may be cast, but merely a greater selection than normal. Knowledge (nature) is a class skill. 0-Level Cleric Spells (Orisons) Cure Minor Wounds Detect Magic Guidance Light Mending Read Magic Virtue Druid Spells Create Water Detect Poison Purify Food and Drink Resistance 1st-Level Cleric Spells Comprehend Languages Detect Chaos Divine Favour Magic Weapon Predict Weather (3E) Protection from Chaos True Strike Druid Spells Detect Water (3E) Endure Elements Faerie Fire Pass without Trace 2nd-Level Cleric Spells Calm Emotions Detect Thoughts Enthrall Owl's Wisdom Restoration, Lesser Shield Other Spiritual Weapon Druid Spells Animal Messenger Heat Metal Resist Energy Warp Wood 3rd-Level Cleric Spells Clairaudience/Clairvoyance Create Food and Water Helping Hand Magic Circle against Chaos Magic Vestment Obscure Object Remove Disease Druid Spells Neutralize Poison Plant Growth Speak with Plants Wind Wall 4th-Level Cleric Spells Discern Lies Divination Divine Power Magic Weapon, Greater Order's Wrath Restoration Tongues Druid Spells Command Plants Control Water Freedom of Movement Repel Vermin 5th-Level Cleric Spells Atonement Break Enchantment Dispel Chaos Disrupting Weapon Mark of Justice True Seeing Spell Resistance Druid Spells Awaken Baleful Polymorph Control Winds Insect Plague 6th-Level Cleric Spells Banishment Blade Barrier Heal Heroes' Feast Hold Monster Owl's Wisdom, Mass Undeath to Death Druid Spells Cure Light Wounds, Mass Find the Path Stone Tell 7th-Level Cleric Spells Dictum Legend Lore Power Word, Blind Refuge Regenerate Repulsion Druid Spells Control Weather Creeping Doom Sunbeam 8th-Level Cleric Spells Demand Discern Location Power Word, Stun Protection from Spells Shield of Law Druid Spells Control Plants Sunburst 9th-Level Cleric Spells Elemental Swarm * Miracle Prismatic Sphere Heal, Mass Druid Spells Foresight Storm of Vengeance Weapon of the Immortal: scimitar; +1 mighty cleaving scimitar Symbol: His holy symbol is the silhouette of a palm tree growing out of the desert with a moon rising behind it. Immortal's Alignment: LN Appearance: He usually appears to his clerics in the form of a strong but elderly man with wise eyes, a long white beard and simple clerical robes. When battle is called for, he appears as a desert warrior: tall, handsome, hook-nosed and bearded, riding a magnificent stallion. Notes: (3E) from the 3E Mystara website. * Clerics of Al-Kalim can only choose between earth and air elementals. |
#33HuginJul 12, 2004 16:41:11 | Kagyar Spell List (Eternal of the Sphere of Matter) Domains: Cavern, Craft, Dwarf, Earth, Fortitude, Metal, Sphere of Matter Special Clerical Powers: You have the spell-like ability to generate a protective ward once per day. You can grant someone you touch a resistance bonus on her next saving throw equal to your cleric level. The protective ward is an abjuration effect with a duration of 1 hour. Casting a protective ward is a standard action. 0-Level Cleric Spells (Orisons) Create Water Cure Minor Wounds Detect Magic Detect Poison Guidance Light Mending Purify Food and Drink Read Magic Resistance Virtue 1st-Level Cleric Spells Animate Rope Detect Chaos Detect Secret Doors Detect Snares and Pits Endure Elements Magic Stone Magic Weapon Protection from Chaos Sanctuary Shield of Faith True Strike 2nd-Level Cleric Spells Aid Bear's Endurance Darkness Delay Poison Find Traps Heat Metal Make Whole Remove Paralysis Resist Energy Soften Earth and Stone Spiritual Weapon 3rd-Level Cleric Spells Create Food and Water Explosive Runes Illusory Script Glyph of Warding Keen Edge Magic Circle against Chaos Meld into Stone Protection from Energy Remove Blindness/Deafness Remove Disease Stone Shape 4th-Level Cleric Spells Death Ward Discern Lies Divine Power Giant Vermin Kagyar's Secure Shelter, [Leomund's] Magic Weapon, Greater Minor Creation Repel Vermin Rusting Grasp Spell Immunity Spike Stones 5th-Level Cleric Spells Atonement Cure Light Wounds, Mass Dispel Chaos Fabricate Major Creation Passwall Righteous Might Spell Resistance Symbol of Pain Symbol of Sleep Wall of Stone 6th-Level Cleric Spells Animate Objects Bear's Endurance, Mass Blade Barrier Cure Moderate Wounds, Mass Find the Path Glyph of Warding, Greater Heroes' Feast Stoneform (3E) Stoneskin Symbol of Persuassion Wall of Iron 7th-Level Cleric Spells Cure Serious Wounds, Mass Dictum Legend Lore Move Earth Permanent Image Regenerate Repulsion Resurrection * Stone Tell Symbol of Stunning 8th-Level Cleric Spells Antimagic Field Discern Location Earthquake Iron Body Ironform (3E) Protection from Spells Scintillating Pattern Shield of Law Temporal Stasis 9th-Level Cleric Spells Elemental Swarm ** Gate Imprisonment Repel Metal or Stone Prismatic Sphere Shapechange Steelform (3E) True Resurrection * Weapon of the Immortal: Hammer; +1 throwing war hammer Symbol: Hammer and chisel crossed in an "X". Immortal's Alignment: N Appearance: Kagyar appears as a hairy, bearded, gnarled man with deep-set, with somewhat beady eyes; he wears plain grey robes and hood and carries a hammer and chisel as his weapons. It is not obvious from looking at him that he was born to the Brute-Men race, since Brute-Men were very similar in appearance to modern men. Names: Ka-gar The Artisan Flasheyes Notes: * Dwarf-Clerics of Kagyar may only use 'Raise Dead' or 'True Resurrection' on other Dwarves. ** Earth elementals should be used whenever possible by the cleric. Dwarf-Clerics of Kagyar do not have the ability to turn undead. |
#34HuginJul 12, 2004 16:47:43 | Oops, already posted this one. |
#35HuginJul 14, 2004 16:41:22 | Alphaks Spell List (Empyreal of the Sphere of Entropy) Domains: Chaos, Destruction, Evil, Fire, Hatred, Nobility*, Sphere of Entropy Special Clerical Powers: You gain the Sneak Attack ability of a rogue half your level (minimum level 1). This ability stacks with any levels in other classes that provide Sneak Attack. This effective rogue level also contributes to whether you can overcome a rogue's immunity to flanking (see the Uncanny Dodge class ability). 0-Level Cleric Spells (Orisons) Create Water Cure Minor Wounds Detect Magic Detect Poison Guidance Inflict Minor Wounds No Light (VD) Read Magic Resistance Virtue 1st-Level Cleric Spells Burning Hands Chill Touch Command Detect Good Divine Favour Doom Entropic Shield Magic Weapon Protection from Good Ray of Enfeeblement 2nd-Level Cleric Spells Death Knell Enthrall Hold Person Owl's Wisdom Produce Flame Resist Energy Shatter Silence Undetectable Alignment Whispering Wind 3rd-Level Cleric Spells Animate Dead Blindness/Deafness Contagion Continual Flame Crushing Despair Dispel Magic Magic Circle against Good Magic Vestment Nondetection Ray of Exhaustion 4th-Level Cleric Spells Chaos Hammer Discern Lies Divine Power Enervation Fear Geas, Lesser Magic Weapon, Greater Spell Immunity Unholy Blight Wall of Fire 5th-Level Cleric Spells Alphaks' Faithful Hound, [Mordenkainen's] Blight Command, Greater Dispel Good Fire Shield Inflict Light Wounds, Mass Insect Plague Planar Binding, Lesser Slay Living Symbol of Pain 6th-Level Cleric Spells Animate Objects Antilife Shell Create Undead Dispel Magic, Greater Fire Seeds Geas/Quest Harm Inflict Moderate Wounds, Mass Suggestion, Mass Symbol of Fear 7th-Level Cleric Spells Blasphemy Destruction Disintegrate Eyebite Inflict Serious Wounds, Mass Repulsion Symbol of Stunning Symbol of Weakness Word of Chaos 8th-Level Cleric Spells Antimagic Field Cloak of Chaos Demand Earthquake Fire Storm Incendiary Cloud Symbol of Death Symbol of Insanity 9th-Level Cleric Spells Elemental Swarm ** Energy Drain Implosion Power Word, Kill Soul Bind Storm of Vengeance Summon Monster IX Weapon of the Immortal: longsword and whip; +1 mighty cleaving longsword or +1 flaming whip. Symbol: A skull with horns against a background of fire shaped like a phoenix. Immortal's Alignment: CE Appearance: Alphaks manifests himself as a roaring fiend 12' tall, horned, with huge leather batwings. He carries a sword in his right hand and a whip in his left. Names: The Roaring Fiend Notes: * The Nobility domain has been included due to the fact that Alphaks was a ruler in life and is noted as being intelligent and cultured (among other less noble traits) and should been seen as a result of his desire to control and manipulate. ** Fire elementals should be used whenever possible by the cleric. |
#36HuginJul 14, 2004 17:06:44 | Thor Spell List (Eternal of the Sphere of Energy) Domains: Good, Sphere of Energy, Storm, Strength, War Special Clerical Powers: You roll 1d10 for each cleric hit die instead of 1d8. 0-Level Cleric Spells (Orisons) Cure Minor Wounds Detect Magic Detect Poison Guidance Inflict Minor Wounds Light Mending Purify Food and Drink Read Magic Resistance Virtue 1st-Level Cleric Spells Detect Evil Detect Law Divine Favour Endure Elements Enlarge Person Entropic Shield Magic Weapon Protection from Evil Shield of Faith Shocking Grasp Summon Monster I 2nd-Level Cleric Spells Aid Berserk (Gaz 7) Bless Rune (Gaz 7) Bull's Strength Eagle's Splendor Fist of Thor (Gaz 7) Gust of Wind Heat Metal Interpret Runes (Gaz 7) Shield Other Spiritual Weapon 3rd-Level Cleric Spells Call Lightning Continual Flame Daylight Heroism Inscribe Rune (Gaz 7) Know Rune (Gaz 7) Magic Circle against Evil Magic Vestment Remove Blindness/Deafness Searing Light Summon Monster III 4th-Level Cleric Spells Chaos Hammer Dismissal Divine Power Freedom of Movement Haste Holy Smite Imbue with Spell Ability Magic Weapon, Greater Sleet Storm Spell Immunity Summon Monster IV 5th-Level Cleric Spells Atonement Control Winds Dispel Evil Disrupting Weapon Flame Strike Ice Storm Insect Plague Plane Shift Righteous Might Summon Monster V Symbol of Sleep 6th-Level Cleric Spells Banishment Blade Barrier Bull's Strength, Mass Chain Lightning Heroes' Feast Heroism, Greater Stoneskin Summon Monster VI Symbol of Fear Undeath to Death Wind Walk 7th-Level Cleric Spells Control Weather Destruction Ethereal Jaunt Holy Word Power Word, Blind Spell Turning Summon Monster VII Symbol of Stunning Thor's Grasping Hand, [Bigby's] Word of Chaos 8th-Level Cleric Spells Cloak of Chaos Dimensional Lock Fire Storm Power Word, Stun Protection from Spells Scintillating Pattern Summon Monster VIII Thor's Clenched Fist, [Bigby's] Whirlwind 9th-Level Cleric Spells Dominate Monster Freedom Meteor Swarm Power Word, Kill Shapechange Storm of Vengeance Summon Monster IX Thor's Crushing Hand, [Bigby's] Weapon of the Immortal: Hammer; +1 shock war hammer Symbol: The war-hammer Immortal's Alignment: CG Appearance: Thor appears as a huge, red-haired, red-bearded warrior; mightily muscled, wearing armour like that worn in the Northern Reaches, wearing a stout metal belt and metal gloves, carrying a huge battle-hammer. Names: Donar The General The Thunderer Tuatis Omm-Wa Notes: (Gaz 7) are spells from the Northern Reaches Gazeetter. |
#37HuginJul 25, 2004 11:12:34 | Hel Spell List (Hierarch of the Sphere of Entropy) Domains: Darkness, Death, Evil, Sphere of Entropy, Suffering, Undeath Special Clerical Powers: Hel's clerics cannot turn or destroy undead creatures. Instead, you rebuke or command undead as if one level of cleric higher. 0-Level Cleric Spells (Orisons) Create Water Detect Magic Detect Poison Guidance Inflict Minor Wounds Mending Purify Food and Drink Ray of Frost Read Magic Resistance Touch of Fatigue Virtue 1st-Level Cleric Spells Chill Touch Deathwatch Detect Good Detect Undead Doom Entropic Shield Erase Hide from Undead Magic Weapon Obscuring Mist Protection from Good Ray of Enfeeblement 2nd-Level Cleric Spells Bless Rune (Gaz 7) Darkness Darkvision Death Knell Enthrall False Life Gentle Repose Hold Person Interpret Runes (Gaz 7) Spectral Hand Silence Undetectable Alignment 3rd-Level Cleric Spells Animate Dead Blindness/Deafness Contagion Deeper Darkness Dispel Magic Explosive Runes Inscribe Rune (Gaz 7) Know Rune (Gaz 7) Magic Circle against Good Nondetection Ray of Exhaustion Speak with Dead 4th-Level Cleric Spells Death Ward Dimension Door Enervation Fear Giant Vermin Ice Storm Magic Weapon, Greater Phantasmal Killer Quench Spell Immunity Unholy Blight Wall of Ice 5th-Level Cleric Spells Blight Dismissal Dispel Good False Vision Inflict Light Wounds, Mass Insect Plague Nightmare Slay Living Symbol of Pain Symbol of Sleep Wall of Darkness (3E) Waves of Fatigue 6th-Level Cleric Spells Antilife Shell Banishment Cone of Cold Create Undead Dispel Magic, Greater Harm Inflict Moderate Wounds, Mass Prying Eyes Shadow Walk Symbol of Fear Symbol of Persuassion Veil 7th-Level Cleric Spells Blasphemy Control Undead Destruction Eye Bite Inflict Serious Wounds, Mass Power Word, Blind Repulsion Scrying, Greater Symbol of Stunning Symbol of Weakness Waves of Exhaustion 8th-Level Cleric Spells Antimagic Field Create Greater Undead Dimensional Lock Horrid Wilting Inflict Critical Wounds, Mass Polar Ray Screen Symbol of Death Symbol of Insanity Trap the Soul 9th-Level Cleric Spells Astral Projection Energy Drain Gate Implosion Power Word, Kill Soul Bind Summon Monster IX Wail of the Banshee Weird Weapon of the Immortal: Sword; +1 frost longsword Symbol: A dark stone throne with human skulls on the corners of the back. Immortal's Alignment: NE Appearance: Hel appears in jet-black clothing; one half of her face is that of a beautiful woman, while the other half is blank and featureless. She is usually seen seated on a dark throne. Notes: (Gaz 7) are spells from the Northern Reaches Gazeetter. (3E) from the 3E Mystara website. |
#38HuginJul 25, 2004 11:18:25 | Frey Spell List (Celestial of the Sphere of Thought) Domains*: Family, Good**, Knowledge, Nobility, Protection, Sphere of Thought Special Clerical Powers: You gain Martial Weapon Proficiency (Longsword) and Weapon Focus (Longsword) as free bonus feats. 0-Level Cleric Spells (Orisons) Cure Minor Wounds Detect Magic Guidance Light Mending Purify Food and Drink Read Magic Resistance Virtue 1st-Level Cleric Spells Deathwatch Comprehend Languages Detect Evil Divine Favour Endure Elements Obscuring Mist Protection from Evil Sanctuary Shield of Faith 2nd-Level Cleric Spells Aid Bless Rune (Gaz 7) Calm Emotions Detect Thoughts Enthrall Interpret Runes (Gaz 7) Owl's Wisdom Shield Other Spiritual Weapon 3rd-Level Cleric Spells Clairaudience/Clairvoyance Glyph of Warding Helping Hand Inscribe Rune (Gaz 7) Invisibility Purge Know Rune (Gaz 7) Magic Circle against Evil Magic Vestment Protection from Energy 4th-Level Cleric Spells Discern Lies Divination Geas, Lesser Holy Smite Imbue with Spell Ability Planar Ally, Lesser Repel Vermin Sending Spell Immunity 5th-Level Cleric Spells Atonement Commune Control Winds Dispel Evil Disrupting Weapon Spell Resistance Frey's Telepathic Bond, [Rary's] Symbol of Sleep True Seeing 6th-Level Cleric Spells Blade Barrier Find the Path Forbiddance Geas/Quest Glyph of Warding, Greater Heroes' Feast Owl's Wisdom, Mass Planar Ally Symbol of Persuassion 7th-Level Cleric Spells Analyze Dweomer Frey's Sword, [Mordenkainen's] Holy Word Legend Lore Refuge Repulsion Scrying, Greater Symbol of Stunning 8th-Level Cleric Spells Antimagic Field Demand Discern Location Mind Blank Planar Ally, Greater Protection from Spells Sympathy 9th-Level Cleric Spells Astral Projection Foresight Miracle Prismatic Sphere Storm of Vengeance Summon Nature's Ally IX*** Weapon of the Immortal: Longsword; +1 defending long sword Symbol: Frey's symbols are a golden boar and a crossed sceptre and sickle; a giant, huge tusked golden boar draws his chariot through the air. Immortals' Alignment: NG Appearance: The brother of Freyja, and easily noticed as such, Frey appears tall, blond, and very handsome, He is lithe and lean rather than muscle-bound, fighting with intelligence and deadly speed rather than brute strength. He favours armour, weaponry, and clothing styles popular in the Northern Reaches and has a fondness for fine jewelry as well. Names: Fredar - Hollow World Notes: * Worshippers in Vestland, and possibly elsewhere, often worship Frey and Freyja together. Such clerics must choose one domain from each immortal's list and have the following granted power: You gain Martial Weapon Proficiency (Longsword) as a free feat. You gain a +2 sacred bonus on charisma checks to influence NPC attitudes. You must choose only one spell list to use however. (The DM may create a composite list, however) ** The 9th level spell of Frey's Good Domain and spell list is Summon Nature's Ally IX, as opposed to the regular Summon Monster IX. (Gaz 7) are spells from the Northern Reaches Gazeetter. |
#39HuginJul 25, 2004 11:23:57 | Freyja Spell List (Celestial of the Sphere of Thought) Domains*: Fate, Good**, Healing, Romance, Sphere of Thought, Travel Special Clerical Powers: You gain Weapon Focus (Dagger) as free bonus feats. You gain a +2 sacred bonus on charisma checks to influence NPC attitudes. 0-Level Cleric Spells (Orisons) Create Water Cure Minor Wounds Detect Magic Detect Poison Guidance Light Mending Read Magic Virtue 1st-Level Cleric Spells Comprehend Languages Deathwatch Detect Evil Divine Favour Longstrider Protection from Evil Shield of Faith True Strike Ventriloquism 2nd-Level Cleric Spells Aid Barkskin Bless Rune (Gaz 7) Calm Emotions Delay Poison Detect Animals or Plants Eagle's Splendor Interpret Runes (Gaz 7) Status 3rd-Level Cleric Spells Clairaudience/Clairvoyance Good Hope Inscribe Rune (Gaz 7) Know Rune (Gaz 7) Locate Object Magic Circle against Evil Phantom Steed Remove Blindness/Deafness Remove Disease 4th-Level Cleric Spells Air Walk Dimension Door Discern Lies Divination Freedom of Movement Holy Smite Planar Ally, Lesser Sending Tongues 5th-Level Cleric Spells Atonement Commune Cure Light Wounds, Mass Dispel Evil Disrupting Weapon Freyja's Telepathic Bond, [Rary's] Mark of Justice Plane Shift Teleport 6th-Level Cleric Spells Blade Barrier Cure Moderate Wounds, Mass Eagle's Splendor, Mass Find the Path Heal Planar Ally Symbol of Persuassion Wind Walk Word of Recall 7th-Level Cleric Spells Cure Serious Wounds, Mass Holy Word Refuge Regenerate Resurrection Scrying, Greater Teleport, Greater Vision 8th-Level Cleric Spells Cure Critical Wounds, Mass Dimensional Lock Discern Location Mind Blank Phase Door Planar Ally, Greater Sympathy 9th-Level Cleric Spells Astral Projection Foresight Heal, Mass Miracle Summon Nature's Ally IX** True Resurrection Weapon of the Immortal: Dagger; +1 flaming dagger Symbol: A pegasus; the winged horse is her favourite mount. Immortal's Alignment: NG Appearance: The sister of Frey, and easily noticed as such, Freyja appears tall, blond, and stunningly beautiful. She favours armour, weaponry, and clothing styles popular in the Northern Reaches and she has a love of fine jewelry; being rarely seen without her favourite necklace, even when wearing a Mortal Identity. Names: Fredara - Hollow World Notes: * Worshippers in Vestland, and possibly elsewhere, often worship Frey and Freyja together. Such clerics must choose one domain from each immortal's list and have the following granted power: You gain Martial Weapon Proficiency (Longsword) as a free feat. You gain a +2 sacred bonus on charisma checks to influence NPC attitudes. You must choose only one spell list to use however. (The DM may create a composite list however) ** The 9th level spell of Freyja's Good Domain and spell list is Summon Nature's Ally IX, as opposed to the regular Summon Monster IX. (Gaz 7) are spells from the Northern Reaches Gazeetter. |
#40HuginAug 02, 2004 17:27:12 | More to come still. Just been a little busier than usual - So many projects, so little time. |
#41HuginAug 08, 2004 18:36:30 | Rad Spell List (Empyreal of the Sphere of Energy) Domains: Knowledge, Law, Magic, Nobility, Spell, Sphere of Energy Special Clerical Powers: You get +2 bonus on Concentration and Spellcraft checks. 0-Level Cleric Spells (Orisons) Create Water Cure Minor Wounds Detect Magic Detect Poison Guidance Inflict Minor Wounds Light Purify Food and Drink Read Magic Resistance 1st-Level Cleric Spells Command Comprehend Languages Detect Chaos Detect Secret Doors Divine Favour Expeditious Retreat Mage Armour Protection from Chaos Rad's Magic Aura, [Nystul's] Summon Monster I 2nd-Level Cleric Spells Calm Emotions Detect Thoughts Enthrall Heat Metal Identify Remove Paralysis Resist Energy Shatter Silence Summon Monster II 3rd-Level Cleric Spells Clairaudience/Clairvoyance Daylight Dispel Magic Invisibility Purge Magic Circle against Chaos Magic Vestment Protection from Energy Remove Blindness/Deafness Searing Light Summon Monster III 4th-Level Cleric Spells Detect Scrying Dimensional Anchor Discern Lies Divination Geas, Lesser Haste Imbue with Spell Ability Order's Wrath Spell Immunity Tongues 5th-Level Cleric Spells Break Enchantment Command, Greater Dispel Chaos Disrupting Weapon Flame Strike Plane Shift Spell Resistance Summon Monster V Teleport True Seeing 6th-Level Cleric Spells Animate Objects Dispel Magic, Greater Find the Path Forbiddance Geas/Quest Hold Monster Rad's Lucubration, [Mordenkainen's] Summon Monster VI Undeath to Death Word of Recall 7th-Level Cleric Spells Analyze Dweomer Dictum Ethereal Jaunt Legend Lore Limited Wish Repulsion Scrying, Greater Spell Turning Summon Monster VII 8th-Level Cleric Spells Antimagic Field Demand Dimensional Lock Discern Location Fire Storm Protection from Spells Shield of Law Spell Immunity, Greater 9th-Level Cleric Spells Etherealness Foresight Hold Monster, Mass Rad's Disjunction, [Mordenkainen's] Storm of Vengeance Summon Monster IX Teleportation Circle Weapon of the Immortal: Quarterstaff; +1 spellstoring quarterstaff Symbol: Three hemispheres which connect to form a triangle inside. Immortal's Alignment: LN Appearance: In mortal or Immortal identify, Rad appears as an old man with an enormous white beard and sharp, inquisitive eyes. |
#42HuginAug 12, 2004 21:53:59 | Ka Spell List (Hierarch of the Sphere of Matter) Domains: Animal, Knowledge, Law*, Planning, Protection, Reptile, Sphere of Matter Special Clerical Powers: You gain darkvision as a supernatural ability. If you already have darkvision your range is increased by 30 ft. 0-Level Cleric Spells (Orisons) Create Water Cure Minor Wounds Detect Magic Detect Poison Guidance Inflict Minor Wounds Light Mending Purify Food and Drink Read Magic Resistance Virtue 1st-Level Cleric Spells Calm Animals Charm Animals Comprehend Languages Deathwatch Detect Chaos Endure Elements Goodberry Magic Fang Obscuring Mist Protection from Chaos Sanctuary Summon Nature's Ally I 2nd-Level Cleric Spells Animal Messenger Animal Trance Augury Calm Emotions Detect Thoughts Hold Animal Make Whole Owl's Wisdom Shield Other Soften Earth and Stone Speak with Animals Status 3rd-Level Cleric Spells Clairaudience/Clairvoyance Create Food and Water Displacement Dominate Animal Glyph of Warding Magic Circle against Chaos Magic Fang, Greater Meld into Stone Nondetection Protection from Energy Summon Nature's Ally III Water Breathing 4th-Level Cleric Spells Death Ward Detect Scrying Divination Divine Power Giant Vermin Locate Creature Order's Wrath Repel Vermin Spell Immunity Summon Nature's Ally IV Tongues Zone of Silence 5th-Level Cleric Spells Atonement Charm Monster Commune Commune with Nature Dispel Chaos Disrupting Weapon Insect Plague Righteous Might Spell Resistance Summon Nature's Ally V True Seeing Wall of Stone 6th-Level Cleric Spells Animal Growth Antilife Shell Banishment Find the Path Forbiddance Glyph of Warding, Greater Heroes' Feast Hold Monster Owl's Wisdom, Mass Stoneskin Summon Nature's Ally VI Word of Recall 7th-Level Cleric Spells Dictum Ka's Instant Summons, [Drawmij's] Legend Lore Liveoak Limited Wish Move Earth Regenerate Repulsion Scrying, Greater Summon Nature's Ally VII Transmute Metal to Wood 8th-Level Cleric Spells Animal Shapes Antimagic Field Charm Monster, Mass Creeping Doom Discern Location Ironform (3E) Mind Blank Shield of Law Summon Nature's Ally VIII Sympathy 9th-Level Cleric Spells Dominate Monster Foresight Gate Prismatic Sphere Repel Metal or Stone Shapechange Summon Nature's Ally IX * Timestop True Resurrection Weapon of the Immortal: None; +1 frost longsword Symbol: A feathered, winged, amber-coloured serpent. Immortal's Alignment: LG Appearance: Ka has several Manifestation Forms, and each one is most commonly associated with one of his names or titles. As Ka, he appears as a huge Allosaurus-like reptile with amber skin. As the Amber Serpent, he takes the form of a golden dragon. As Kalaktatla, the name by which he is known in the Hollow World, he manifests as an amber-coloured serpent with feathers and wings (a couatl). He does have a humoid form, tall and golden-skin, but he only takes it on in circumstances when it is to his advantage to be shaped like a human. Names: The Preserver The Amber Serpent Kalaktatla - in the Hollow World Notes: * The 9th level spell of Ka's Law Domain and spell list is Summon Nature's Ally IX, as opposed to the regular Summon Monster IX. (3E) from the 3E Mystara website. |
#43HuginAug 20, 2004 22:22:10 | Thanatos Spell List (Hierarch of the Sphere of Entropy) Domains: Death, Evil, Planning*, Sphere of Entropy, Suffering, Trickery Special Clerical Powers: All Clerics of Thanatos are required to use the scythe as their primary weapon. You gain Martial Proficiency Scythe and Weapon Focus scythe as free feats. 0-Level Cleric Spells (Orisons) Create Water Cure Minor Wounds Detect Magic Detect Poison Guidance Inflict Minor Wounds Mending Purify Food and Drink Read Magic Resistance Touch of Fatigue Virtue 1st-Level Cleric Spells Chill Touch Deathwatch Detect Good Detect Undead Disguise Self Doom Entropic Shield Erase Hide from Undead Magic Weapon Protection from Good Ray of Enfeeblement 2nd-Level Cleric Spells Augury Darkness Death Knell Hold Person Gentle Repose Ghoul Touch Invisibility Owl's Wisdom Scare Silence Status Undetectable Alignment 3rd-Level Cleric Spells Animate Dead Blindness/Deafness Clairaudience/Clairvoyance Contagion Crushing Despair Deeper Darkness Dispel Magic Magic Circle against Good Nondetection Obscure Object Speak with Dead Vampiric Touch 4th-Level Cleric Spells Confusion Death Ward Detect Scrying Enervation Fear Geas, Lesser Magic Weapon, Greater Rusting Grasp Spell Immunity Unholy Blight Wall of Fire Zone of Silence 5th-Level Cleric Spells Blight Commune Dispel Good False Vision Feeblemind Inflict Light Wounds, Mass Insect Plague Nightmare Slay Living Symbol of Pain Wall of Darkness (3E) Waves of Fatigue 6th-Level Cleric Spells Antilife Shell Create Undead Dispel Magic, Greater Find the Path * Geas/Quest Harm Inflict Moderate Wounds, Mass Mislead Owl's Wisdom, Mass Symbol of Fear Thanatos' Transformation, [Tenser's] Veil 7th-Level Cleric Spells Blasphemy Destruction Eye Bite Finger of Death Hold Person, Mass Inflict Serious Wounds, Mass Scrying, Greater Shadow Walk Symbol of Stunning Symbol of Weakness Waves of Exhaustion 8th-Level Cleric Spells Antimagic Field Create Greater Undead Discern Location Horrid Wilting Inflict Critical Wounds, Mass Polymorph Any Object Screen Spell Immunity, Greater Symbol of Death Symbol of Insanity 9th-Level Cleric Spells Energy Drain Etherealness Implosion Power Word, Kill Soul Bind Summon Monster IX Timestop Wail of the Banshee Weird Weapon of the Immortal: Scythe; +1 keen scythe Symbol: The scythe. Immortal's Alignment: NE Appearance: Thanatos usually appears as a mummy swathed in dark, stained bandages and covered in cumbersome black robes. Rotted black wings grow from his back and he carries a corroded black scythe. Names: Tha-to The Grim Reaper Notes: * 'Find the Path' replaces 'Hero's Feast' as Thanatos' Planning Domain 6th level spell. (3E) from the 3E Mystara website. |
#44HuginSep 11, 2004 14:25:05 | Terra Spell List (Hierarch of the Sphere of Matter) Domains: Animal, Earth, Healing, Law*, Plant, Renewal, Sphere of Matter Special Clerical Powers **: You can cast Speak with Animals once per day per level as a spell-like ability. 0-Level Cleric Spells (Orisons) Create Water Cure Minor Wounds Detect Magic Detect Poison Guidance Inflict Minor Wounds Light Mending Purify Food and Drink Read Magic Resistance Virtue 1st-Level Cleric Spells Calm Animals Charm Animal Detect Animals or Plants Detect Chaos Endure Elements Entangle Goodberry Magic Stone Protection from Chaos Sanctuary Shillelagh Summon Nature's Ally I 2nd-Level Cleric Spells Animal Messenger Animal Trance Barkskin Bear's Endurance Calm Emotions Delay Poison Hold Animal Make Whole Remove Paralysis Restoration, Lesser Soften Earth and Stone Wood Shape 3rd-Level Cleric Spells Create Food and Water Dominate Animal Magic Circle against Chaos Meld into Stone Plant Growth Protection from Energy Remove Blindness/Deafness Remove Disease Speak with Plants Stone Shape Summon Nature's Ally III Tree Shape 4th-Level Cleric Spells Antiplant Shell Command Plants Death Ward Divine Power Giant Vermin Minor Creation Order's Wrath Reincarnate Repel Vermin Restoration Spike Stones Summon Nature's Ally IV 5th-Level Cleric Spells Atonement Awaken Commune with Nature Cure Light Wounds, Mass Dispel Chaos Disrupting Weapon Insect Plague Mark of Justice Righteous Might Summon Nature's Ally V Wall of Stone Wall of Thorns 6th-Level Cleric Spells Animal Growth Antilife Shell Bear's Endurance, Mass Cure Moderate Wounds, Mass Heal Heroes' Feast Hold Monster Ironwood Repel Wood Stone Tell Stoneskin Transport via Plants 7th-Level Cleric Spells Animate Plants Changestaff Cure Serious Wounds, Mass Dictum Liveoak Move Earth Regenerate Repulsion Resurrection Restoration, Greater Transmute Metal to Wood 8th-Level Cleric Spells Animal Shapes Control Plants Creeping Doom Cure Critical Wounds, Mass Earthquake Iron Body Ironform (3E) Polymorph Any Object Shield of Law Summon Nature's Ally VIII 9th-Level Cleric Spells Elemental Swarm *** Freedom Gate Heal, Mass Meteor Swarm Shambler Shapechange Summon Nature's Ally IX * True Resurrection Weapon of the Immortal: Quarterstaff; +1 defending quarterstaff Symbol: A circle of stones with any sort of plant or creature (often a flower) growing from it. Immortal's Alignment: LG Appearance: Terra changes her appearance from era to era. For the last few thousand years, because so many other Immortals are human of aspect, she has taken on the appearance of a human woman: dark-skinned and strongly built, whose hair colour varies throughout the day (rosy red at dawn, rich earth-brown in the morning and afternoon, blond at noon, black at dusk and through the night). She wears gowns of green or brown. Names: Yamuga - Ethengar Khanates Mother Earth Yamag Cay Marau-Ixuì Notes: * Terra's Law domain uses Summon Nature's Ally IX as its ninth level spell instead of Summon Monster IX. ** Ethengarian Clerics who revere Terra as Yamuga receive the following Granted Power instead: You can cast each of the following spells once per day as a spell-like ability: Flare, Mending, Purify Food and Drink. You can prepare Heroes' Feast as a 5th level spell (instead of a 6th level spell). *** Earth elementals should be used whenever possible by the cleric. |
#45chimpmanSep 12, 2004 14:08:51 | Hi Hugin. I just saw this thread, and I like the idea. I'm going to have to pick a couple and go through them in more depth. How do you handle clerics who serve an entire pantheon (for example the Church of Thyatis, or Church of Traladara)? Do you allow that, or do you make a cleric character choose a single patron from that pantheon? |
#46HuginSep 12, 2004 17:37:16 | by Chimpman Thanks! There's information closer to the beginning of the thread that tells how I go about determining the spell choices and also has universal good and bad spells that the cleric is granted knowledge of in addition to these lists. Clerics are also capable of learning more spells as well by prayer/ritual/quest/research, etc, as judged by the DM (i.e. does this spell allow the cleric of this Immortal to accomplish something for him, or, does it fit with the Immortal's philosophy and personality). It would be great to hear some other opinions. How do you handle clerics who serve an entire pantheon (for example the Church of Thyatis, or Church of Traladara)? Do you allow that, or do you make a cleric character choose a single patron from that pantheon? A cleric can (and often) serves an entire pantheon but is focused on one Immortal more than the rest (the one that grants the cleric his spells). I see it as the cleric's special "ministry" to focus on certain Immortals just as the cleric focuses on certain aspects of that single Immortal (by choosing domains). Of course, the Immortals in a particular pantheon generally have similar goals and interests, so their clerics also work together in those areas. Hope I explained this alright; either way, though, that's just how I handle clerics IMC and others may want to have them work differently. |
#47chimpmanSep 12, 2004 19:44:25 | I like all of the information that you've put together for each of the immortals. It's all very usefull. One extra thing that I would find helpful in these writeups is the relative power level of the immortal. For example say something like: Ixion, Hierarch of Energy. Otherwise I end up having to check a different source for the immortal's level (and who knows if that source is the same one you used). Also since you are presumably using this system in your campaign, can you give us some feedback as to how it is working? Specifically I'm wondering if players will choose to play clerics of lower level immortals, or if they go strictly with Hierarchs (because of the expanded spell lists)? Thanks! |
#48HuginSep 12, 2004 20:27:00 | I never thought to add in the power level of the Immortal! You're right that it is an important piece of information. I'll fix that ASAP. The source I use is the Wrath of the Immortals Codex Book.by Chimpman I am using this system currently IMC and so far has made each NPC cleric the party has encountered very unique. As for PC clerics, their was only one player that chose to have a cleric; a godi of Odin. He had no prior knowledge of Mystara or how my spell lists were influenced by the Immortal's level so it had no bearing on his decision. (That's two more Mystaran converts btw, ). So, I can't really say if a player would decide his cleric's Immortal patron based on it's power level. I am so lucky to have such great players that I'm confident that it wouldn't, but, I could see how it could sway some players. However, I try my best to ensure I don't give the more powerful Immortals too many powerful spells in any spell level, if you know what I mean. And thank you for the interest! Edit: Just added the power level of each Immortal to their list. |
#49HuginSep 23, 2004 22:42:07 | Faunus Spell List (Temporal of the Sphere of Matter) Domains: Animal, Chaos*, Muse, Protection, Sphere of Matter**, Trickery Special Clerical Powers: You may 'Speak with Animals' or 'Detect Animals or Plants', as per the spells, once per day per level as a spell-like ability. 0-Level Cleric Spells (Orisons) Create Water Cure Minor Wounds Detect Magic Detect Poison Light Mending Purify Food and Drink Read Magic 1st-Level Cleric Spells Calm Animals Confusion, Lesser Endure Elements Faerie Fire Magic Stone Protection from Law Sanctuary Ventriloquism 2nd-Level Cleric Spells Animal Messenger Animal Trance Cat's Grace Glitterdust Hold Animal Soften Earth and Stone Sound Burst Undetectable Alignment 3rd-Level Cleric Spells Create Food and Water Dominate Animal Good Hope Magic Circle against Law Nondetection Obscure Object Protection from Energy Sculpt Sound 4th-Level Cleric Spells Chaos Hammer Confusion Geas, Lesser Giant Vermin Hallucinatory Terrain Minor Creation Spell Immunity Summon Nature's Ally IV 5th-Level Cleric Spells Commune with Nature Fabricate False Vision Insect Plague Major Creation Spell Resistance Song of Discord Wall of Thorns 6th-Level Cleric Spells Animal Growth Animate Objects Antilife Shell Forbiddance Geas/Quest Heroes' Feast Mislead Permanent Image 7th-Level Cleric Spells Liveoak Project Image Repulsion Sequester Summon Nature's Ally VII Transmute Metal to Wood Word of Chaos 8th-Level Cleric Spells Animal Shapes Antimagic Field Cloak of Chaos Creeping Doom Screen Sympathy 9th-Level Cleric Spells Faunus' Irresistible Dance, [Otto's] Prismatic Sphere Shapechange Summon Nature's Ally IX* Timestop Weapon of the Immortal: Javelin; +1 returning javelin Symbol: Faunus' holy symbol is a drinking horn with ram's horns. Immortal's Alignment: CN Appearance: He appears as a faun or satyr, sometimes young and handsome, sometimes old, fat and drunken. Names: Inuus - to humans, as patron of shepherds Lupercus - to humans, as patron of hunting Pan - used mainly by the forest folk Notes: * Faunus' Chaos Domain uses Summon Nature's Ally instead of Summon Monster. ** Faunus' Sphere of Matter Domain uses Magic Stone as it's first level spell. |
#50HuginSep 23, 2004 22:46:33 | Anybody have any knowledge of the other names of Faunus; namely, Inuus and Lupercus. It's mostly just for curiosity sake, but would be nice to note on his spell list. Thanks. |
#51spellweaverSep 24, 2004 3:29:55 | Isn't Faunus also called Pan somewhere in the Tall Tales of the Wee Folk supplement? Or am I just mixing Greek legends with almost-forgotten roleplaying data from my early years as a gamer? :-) Jesper |
#52stanlesSep 24, 2004 18:10:53 | Anybody have any knowledge of the other names of Faunus; namely, Inuus and Lupercus. It's mostly just for curiosity sake, but would be nice to note on his spell list. Thanks. as far as I know there's not particualrly a lot about saying particularly where Faunus is worshipped or if different names are used by different peoples. Apart from references to woodland beings it's all really up the air I suppose. Going to real world mythology Lupercus whilst also a name for Faunus is in particular the Roman god of shepherds, Innus on the other hand is the god of herds (presumably not necessarily just sheep). |
#53HuginSep 24, 2004 19:10:41 | Thanks for the insight. I took a look in Tall Tales and found that Faunus is patron to not only herding, but also hunting and husbandry. It says that some country folk celebrate two winter festivals, the Faunalia, in his honour and he may send his followers prophecies via the forest or dreams. Whereabouts on Mystara do you think this fits in best? I'm thinking Thyatis, Karameikos, Darokin, and Glantri would be places where the rural folk might celebrate this festival (or some variant). The next question is would the other names for Faunus be regional variants (e.g. in Thyatis he's known as Lupercus) or could the names be used when referring to one of his patronages (e.g. ask Lupercus for safety for your herd of sheep, but ask Innus for help on the hunt)? Now, what are your opinions? (I'm finding this rather interesting!) |
#54stanlesSep 24, 2004 19:24:05 | Thanks for the insight. I took a look in Tall Tales and found that Faunus is patron to not only herding, but also hunting and husbandry. It says that some country folk celebrate two winter festivals, the Faunalia, in his honour and he may send his followers prophecies via the forest or dreams. Whereabouts on Mystara do you think this fits in best? I'm thinking Thyatis, Karameikos, Darokin, and Glantri would be places where the rural folk might celebrate this festival (or some variant). I thought that it was interesting that in one guise he's rooting for the herders and in anothr guise he's going for the herds - or I might have just got that bit wrong. Not that I know where herding and woodland creatures really join together at all. As for name variations he could Lupercus or nnus according to partronage in human civilizations and Faunus to the woodland critters. |
#55HuginSep 24, 2004 19:57:43 | by stanles I think you got it right (either that or I'm a bit wrong with you ). From what I read, Faunus seems to help the shepherd and the hunter! Doesn't make a whole lot of sense to me - but I'm permanently stunned anyhow. If we're wrong, then please, somebody say so. The only thing I can say about the strange conflict of interest is that Faunus is the embodyment of chaotic thinking and behavior. (I'm so confused - I've gone cross-eyed) As for name variations he could Lupercus or Innus according to partronage in human civilizations and Faunus to the woodland critters. I like this idea. That's how i'll treat it IMC. Thanks for the thoughts. Added: Btw Shawn, thanks for putting these lists on the Vaults. It sure does provide me with extra motivation to do some of these Immortals that I never have thought of using. |
#56stanlesSep 24, 2004 20:43:03 | Added: Btw Shawn, thanks for putting these lists on the Vaults. It sure does provide me with extra motivation to do some of these Immortals that I never have thought of using. that's cool Hugin, it's becoming quite an invaluable resource that you're putting together here. |
#57chimpmanSep 24, 2004 21:30:28 | I thought that it was interesting that in one guise he's rooting for the herders and in anothr guise he's going for the herds - or I might have just got that bit wrong. Not that I know where herding and woodland creatures really join together at all. Heh. Makes perfect sense to me. Quite a way to corner the market on worshipers. ;) |
#58HuginSep 25, 2004 20:30:33 | by Chimpman :heehee Have the hunter and the hunted pray to you; all he needs now is to be the patron of spectators and he'll rule the universe. On an entirely different note, I just noticed that Shawn of the Vaults has a much better eye than I do; I have failed to give proper recognition for some of the spells I've used on these lists. Thankfully, he noticed them and even linked them to the source. I've gone back and edited any affected lists to include a note giving due credit. Thanks for being on the ball Shawn . While doing the additions, I realized that it's difficult to find a specific Immortal without scanning through everything (and this thread is getting long). So, I'm putting an index of sorts on the first post to make things a little easier. |
#59chimpmanSep 25, 2004 21:15:57 | What the hey? My page 1 ends with Vanya. I don't have a page 3... it only goes to 2. Are there display settings somewhere that determine how many posts appear on a page, or something else that I'm not aware of? |
#60HuginSep 25, 2004 22:03:07 | What the hey? My page 1 ends with Vanya. I don't have a page 3... it only goes to 2. Are there display settings somewhere that determine how many posts appear on a page, or something else that I'm not aware of? Ahh ! I never thought that the veiws might be different! I guess I'll just have them listed in order of appearance and forget about the page number. Thanks for pointing that out. |
#61stanlesSep 25, 2004 22:38:28 | :heehee Have the hunter and the hunted pray to you; all he needs now is to be the patron of spectators and he'll rule the universe. yeah I thought I'd update all the pages on the Vaults when you updated everything with the Immortals level in case you updated other things and didn't mention it. Whenever I had everything in one big file I stargted doing search and replaces and found what you noticed. I was going to get back to you about it but I guess I don't need to now. |
#62HuginOct 08, 2004 19:13:28 | Alphatia Spell List (Celestial of the Sphere of Energy) Domains: Craft, Good, Magic, Protection, Spell, Sphere of Energy Special Clerical Powers: You receive a bonus metamagic feat of your choosing. 0-Level Cleric Spells (Orisons) Create Water Cure Minor Wounds Detect Magic Guidance Light Mending Purify Food and Drink Read Magic Resistance 1st-Level Cleric Spells Alphatia's Magic Aura, [Nystul's] Animate Rope Detect Evil Expeditious Retreat Mage Armour Protection from Evil Shield of Faith Sanctuary Summon Monster I 2nd-Level Cleric Spells Aid Eagle's Splendor Heat Metal Identify Make Whole Shield Other Silence Summon Monster II Wood Shape 3rd-Level Cleric Spells Continual Flame Daylight Dispel Magic Invisibility Purge Magic Circle against Evil Magic Vestment Protection from Energy Remove Blindness/Deafness Stone Shape 4th-Level Cleric Spells Detect Scrying Dimensional Anchor Explosive Runes Holy Smite Imbue with Spell Ability Minor Creation Mnemonic Enhancer Spell Immunity Summon Monster IV 5th-Level Cleric Spells Atonement Break Enchantment Dispel Evil Flame Strike Major Creation Plane Shift Spell Resistance Summon Monster V Wall of Stone 6th-Level Cleric Spells Alphatia's Lucubration, [Mordenkainen's] Animate Objects Blade Barrier Dispel Magic, Greater Forbiddance Glyph of Warding, Greater Stoneform (3E) Summon Monster VI Word of Recall 7th-Level Cleric Spells Analyze Dweomer Changestaff Ethereal Jaunt Holy Word Limited Wish Refuge Repulsion Spell Turning 8th-Level Cleric Spells Antimagic Field Dimensional Lock Ironform (3E) Mind Blank Protection from Spells Spell Immunity, Greater Summon Monster VIII 9th-Level Cleric Spells Alphatia's Disjunction, [Mordenkainen's] Etherealness Prismatic Sphere Steelform (3E) Storm of Vengeance Summon Monster IX Weapon of the Immortal: Quarterstaff; +1 spell storing quarterstaff Symbol: Her holy symbol is a glowing shield with paints dabbed on it like an artist's palette. Immortal's Alignment: NG Appearance: Alphatia appears as a copper-skinned Alphatian woman, young and beautiful but wearing very poor-quality robs; she goes barefoot and wears no jewelry. Notes: (3E) from the 3E Mystara website. |
#63spellweaverOct 11, 2004 4:34:36 | In DM's thread the Complete List of the Immortals he names the Hin High Heroes: Cobberham, Brindorhin, Nob Nar, Usamigaras and Raven. How do you see these immortals granting spells? As one pantheon or individually? Is there any hope to see a spell list for Hin clerics? :D (please forgive me if you have already posted one and I missed it) :-) Jesper |
#64HuginOct 11, 2004 14:01:29 | How do you see these immortals granting spells? As one pantheon or individually? Is there any hope to see a spell list for Hin clerics? I'd probably do them individually seeing as how they seem to have gained Immortality at various times, but I don't know alot about them. Maybe DM could post their domains here. That would be a huge start. I'll definately give them a shoot next, though! |
#65havardOct 11, 2004 14:18:07 | How do you see these immortals granting spells? As one pantheon or individually? I agree that the Heroes granting spells individually is the best idea. I'm getting the impression that that is what DM intends aswell. I am looking forward to seeing what domains he'll come up with for the five. I like the addition of Usamigaras and Raven to the Hin pantheon. The entire pantheon has been shamefully neglected in official products (just the brief reference in the Gaz), so it is about time that something was done about that Håvard |
#66HuginOct 26, 2004 21:57:25 | Here's Atruaghin's list (can't believe I hadn't done his already). I need more info on the High Heros before I attempt to do up their lists. I really know next to nothing about these guys, and like Havard said, "The entire pantheon has been shamefully neglected in official products". Don't worry, I want to see the Heros done probably more than any one. |
#67HuginOct 26, 2004 22:01:32 | Atruaghin Spell List (Hierarch of the Sphere of Matter) Domains: Good, Law, Nobility, Protection, Shere of Matter, Truth, Will Special Clerical Powers: You receive Iron Will as a bonus feat. 0-Level Cleric Spells (Orisons) Create Water Cure Minor Wounds Detect Magic Detect Poison Guidance Inflict Minor Wounds Light Mending Purify Food and Drink Read Magic Resistance Virtue 1st-Level Cleric Spells Command Detect Chaos Detect Evil Detect Snares and Pits Divine Favour Endure Elements Hide from Animals Magic Stone Protection from Chaos Protection from Evil Sanctuary Shield of Faith 2nd-Level Cleric Spells Aid Bear's Endurance Calm Emotions Enthrall Hold Person Make Whole Owl's Wisdom Remove Paralysis Shield Other Soften Earth and Stone Undetectable Alignment Zone of Truth 3rd-Level Cleric Spells Darkvision Dominate Animal Good Hope Glyph of Warding Invisibility Purge Magic Circle against Chaos Magic Circle against Evil Magic Vestment Protection from Energy Remove Disease Snare Stone Shape 4th-Level Cleric Spells Death Ward Discern Lies Dismissal Divination Divine Power Freedom of Movement Geas, Lesser Holy Smite Order's Wrath Reincarnate Repel Vermin Spell Immunity 5th-Level Cleric Spells Atonement Command, Greater Commune Commune with Nature Dispel Chaos Dispel Evil Disrupting Weapon Major Creation Righteous Might Spell Resistance True Seeing Wall of Stone 6th-Level Cleric Spells Antilife Shell Banishment Bear's Endurance, Mass Blade Barrier Find the Path Forbiddance Geas/Quest Glyph of Warding, Greater Heroes' Feast Hold Monster Owl's Wisdom, Mass Stoneskin 7th-Level Cleric Spells Dictum Hold Person, Mass Holy Word Limited Wish Move Earth Refuge Repulsion Scrying, Greater Stone Tell Transmute Metal to Wood Vision 8th-Level Cleric Spells Animal Shapes Antimagic Field Demand Discern Location Earthquake Mind Blank Power Word Stun Prismic Wall Shield of Law Sympathy 9th-Level Cleric Spells Dominate Monster Elemental Swarm * Foresight Freedom Gate Prismatic Sphere Shapechange Storm of Vengeance Summon Monster IX Weapon of the Immortal: hand axe; +1 keen hand axe Symbol: Warbonnet and tomahawk Immortal's Alignment: LG Appearance: Atruaghin appears as a middle-aged chieftain of the Clans, usually wearing a war bonnet. When he wishes to make an impact he rises from the flames of a campfire as a great warrior made of fire. Notes: * Earth elementals should be used whenever possible by the cleric. |
#68HuginOct 30, 2004 21:54:47 | Diulanna Spell List (Celestial of the Sphere of Thought) Domains: Chaos, Fortitude, Good, Sphere of Thought, Will Special Clerical Powers: Free Improved Initiative feat. 0-Level Cleric Spells (Orisons) Create Water Cure Minor Wounds Detect Magic Detect Poison Guidance Light Read Magic Resistance Virtue 1st-Level Cleric Spells Command Comprehend Languages Deathwatch Divine Favour Endure Elements Obscuring Mist Protection from Evil Protection from Law Shield of Faith 2nd-Level Cleric Spells Aid Bear's Endurance Delay Poison Detect Thoughts Enthrall Remove Paralysis Resist Energy Shatter Undetectable Alignment 3rd-Level Cleric Spells Clairaudience/Clairvoyance Good Hope Invisibility Purge Locate Object Magic Circle against Evil Magic Circle against Law Protection from Energy Remove Blindness/Deafness Speak with Dead 4th-Level Cleric Spells Chaos Hammer Death Ward Discern Lies Dismissal Divine Power Holy Smite Repel Vermin Sending Tongues 5th-Level Cleric Spells Break Enchantment Command, Greater Control Winds Dispel Evil Dispel Law Disrupting Weapon Insect Plague Spell Resistance True Seeing 6th-Level Cleric Spells Animate Objects Banishment Bear's Endurance, Mass Blade Barrier Find the Path Forbiddance Geas/Quest Stoneskin Wind Walk 7th-Level Cleric Spells Control Weather Holy Word Limited Wish Regenerate Repulsion Scrying, Greater Spell Turning Word of Chaos 8th-Level Cleric Spells Cloak of Chaos Demand Discern Location Iron Body Mind Blank Shout, Greater Whirlwind 9th-Level Cleric Spells Astral Projection Dominate Monster Freedom Miracle Prismatic Sphere Summon Monster IX Weapon of the Immortal: Spear; +1 mighty cleaving shortspear Symbol: A boulder with a spear thrust clean through it. Immortal's Alignment: CG Appearance: Diulanna appears as a young redheaded woman in the garb of the ancient Neathar; tunic, loincloth, buskins and a lion-skin headband. She carries a stone-tipped spear and always appears to mortals with a grim and serious expression on her face. |
#69HuginNov 14, 2004 22:28:49 | Rafiel Spell List (Empyreal of the Sphere of Energy) Domains: Cavern, Craft, Good, Knowledge, Law, Magic, Shadow Elf, Sphere of Energy Special Clerical Powers: You gain Skill Focus Craft (Engineering) as a free feat and Spell Resistance 5. Special: All shadow elf Shamans require soul-crystals as a Divine Focus and must have been marked by Rafiel at birth to qualify. These soul crystals can provide access to additional spells (as described in The Shadow Elves Gazetteer [GAZ13]). 0-Level Cleric Spells (Orisons) Create Water Cure Minor Wounds Detect Magic Detect Poison Guidance Mending Purify Food and Drink Read Magic Resistance Virtue 1st-Level Cleric Spells Animate Rope Detect Chaos Comprehend Languages Detect Secret Doors Expeditious Retreat Obscuring Mist Protection from Chaos Protection from Evil Rafiel's Magic Aura, [Nystul's] Shield of Faith 2nd-Level Cleric Spells Aid Calm Emotions Darkness Detect Thoughts Fungus [Wood] Shape* Heat Metal Identify Make Whole Owl's Wisdom Shield Other 3rd-Level Cleric Spells Clairaudience/Clairvoyance Dispel Magic Magic Circle against Chaos Magic Circle against Evil Magic Vestment Meld into Stone Protection from Energy Remove Blindness/Deafness Remove Disease Stone Shape 4th-Level Cleric Spells Detect Scrying Dismissal Divination Holy Smite Imbue with Spell Ability Minor Creation Order's Wrath Repel Vermin Rafiel's Secure Shelter, [Leomund's] Tongues 5th-Level Cleric Spells Atonement Commune Dispel Chaos Flame Strike Major Creation Passwall Spell Resistance Rafiel's Telepathic Bond, [Rary's] True Seeing Wall of Stone 6th-Level Cleric Spells Animate Objects Blade Barrier Dispel Magic, Greater Find the Path Forbiddance Hold Monster Owl's Wisdom, Mass Planar Ally Stoneform (3E) Transport via Rock (3E) 7th-Level Cleric Spells Analyze Dweomer Dictum Ethereal Jaunt Holy Word Legend Lore Move Earth Refuge Spell Turning Stone Tell 8th-Level Cleric Spells Antimagic Field Dimensional Lock Discern Location Earthquake Fire Storm Ironform (3E) Protection from Spells Shield of Law 9th-Level Cleric Spells Foresight Imprisonment Rafiel's Disjunction, [Mordenkainen's] Steelform (3E) Storm of Vengeance Summon Monster IX True Resurrection Weapon of the Immortal: Sword; +1 flaming longsword Symbol: A book-cover with a star in its center, representing wisdom and celestial learning. Immortal's Alignment: LG Appearance: Rafiel appears as a middle-aged human male wearing starched white robes and spectacles. Notes: * Just as 'Wood Shape' but uses the strider fungus instead of regular wood. Use this for Rafiel's second level Craft Domain spell as well. (3E) from the Mystara 3E website. |
#70chimpmanNov 15, 2004 9:56:20 | Hi Hugin, Just a thought brought on by your latest post... Is there a domain that would be more closely associated with the Radiance than Sphere of Energy? Any Energy immortal could have that domain, but IMO Rad and Rafiel should have something slightly different. Both are immortals who were created through non standard means (involving the NoS/Radiance) and it just seem appropriate that the should not have Sphere of Energy as a domain power, but something slightly different. Thoughts? |
#71HuginNov 15, 2004 17:04:15 | Hi Hugin, I actually feel the same way thought about a bit after I posted this. I wonder if "DM" has done up any specific domain for the radiance Immortals (if so would you be able to post it for us?). If not, then I think we should do one here. I'd need alot of help because I haven't had much experience dealing with the Radiance (and wouldn't want to screw it up royally ). As for them being listed as Immortals of the Sphere of Energy, I'm beginning to see them as actually belonging to each of the Spheres, but believeing themselves to be solely of Energy. This may mean that they are using only a portion of the power available to them. Of course, as long as they see it this way, it will not affect their powers or outlook. Thanks for bringing this up chimpman. Sphere of Energy will indeed be ousted by... something. |
#72HuginNov 22, 2004 19:26:57 | Oops, pressed a button a little too early! |
#73HuginNov 22, 2004 19:33:09 | Brindorhin Spell List (Temporal of the Sphere of Time) Domains: Charm, Family, Good, Hin, Law, Sphere of Time Special Clerical Powers: You gain the Bardic Knowledge ability as a Bard if the knowledge pertains to the Five Shires (using cleric level). Perform (oratory) is a class skill. 0-Level Cleric Spells (Orisons) Cure Minor Wounds Detect Magic Guidance Light Purify Food and Drink Read Magic Resistance Virtue 1st-Level Cleric Spells Charm Person Detect Evil Expeditious Retreat Magic Stone Protection from Chaos Protection from Evil Shield of Faith True Strike 2nd-Level Cleric Spells Aid Augury Calm Emotions Cat's Grace Delay Poison Eagle's Splendor Restoration, Lesser Shield Other 3rd-Level Cleric Spells Good Hope Helping Hand Magic Circle against Chaos Magic Circle against Evil Plant Growth Protection from Energy Remove Disease Suggestion 4th-Level Cleric Spells Dimensional Anchor Divination Geas, Lesser Holy Smite Imbue with Spell Ability Order's Wrath Repel Vermin Restoration 5th-Level Cleric Spells Atonement Brindorhin's Telepathic Bond, [Rary's] Charm Monster Dispel Chaos Dispel Evil Disrupting Weapon Mark of Justice Shout 6th-Level Cleric Spells Banishment Blade Barrier Eagle's Splendor, Mass Geas/Quest Heal Heroes' Feast Hold Monster Word of Recall 7th-Level Cleric Spells Dictum Holy Word Insanity Legend Lore Move Earth Refuge Restoration, Greater 8th-Level Cleric Spells Antipathy Demand Dimensional Lock Protection from Spells Shield of Law Shout, Greater 9th-Level Cleric Spells Dominate Monster Foresight Prismatic Sphere Repel Metal or Stone True Resurrection Weapon of the Immortal: Rapier; +1 flaming rapier Symbol: A golden ear of wheat Immortal's Alignment: LG Appearance: An elderly halfling with a noble appearance and a still strong physique, with curly white hair and long greying sideburns, clad in rich garments but barefoot, always smoking his favourite pipe and flashing an assuring and warm smile. Names: High Hero Protector of the Five Shires Notes: Special Thanks to Marco for Brindorhin's info and background! |
#74HuginDec 04, 2004 23:04:00 | Coberham Shadowglint's Spell List (Temporal of the Sphere of Energy) Domains: Fire, Hin, Knowledge, Magic, Protection, Sphere of Energy Special Clerical Powers: You gain 'Magical Aptitude' as a free feat and 'Decipher Script' as a class skill. 0-Level Cleric Spells (Orisons) Cure Minor Wounds Detect Magic Detect Poison Flare Guidance Light Read Magic Resistance 1st-Level Cleric Spells Burning Hands Coberham's Magic Aura, [Nystul's] Comprehend Languages Detect Secret Doors Expeditious Retreat Faerie Fire Magic Stone Sanctuary 2nd-Level Cleric Spells Cat's Grace Detect Thoughts Heat Metal Identify Produce Flame Resist Energy Shatter Shield Other 3rd-Level Cleric Spells Clairaudience/Clairvoyance Continual Flame Daylight Dispel Magic Invisibility Purge Glyph of Warding Protection from Energy Summon Monster III 4th-Level Cleric Spells Detect Scrying Dismissal Divination Giant Vermin Imbue with Spell Ability Spell Immunity Tongues Wall of Fire 5th-Level Cleric Spells Break Enchantment Fire Shield Flame Strike Plane Shift Shout Spell Resistance Summon Monster V True Seeing 6th-Level Cleric Spells Animate Objects Antilife Shell Dispel Magic, Greater Find the Path Fire Seeds Forbiddance Glyph of Warding, Greater Word of Recall 7th-Level Cleric Spells Analyze Dweomer Legend Lore Move Earth Refuge Repulsion Scrying, Greater Spell Turning 8th-Level Cleric Spells Antimagic Field Dimensional Lock Discern Location Fire Storm Protection from Spells Spell Immunity, Greater 9th-Level Cleric Spells Coberham's Disjunction, [Mordenkainen's] Elemental Swarm * Foresight Prismatic Sphere Summon Monster IX Weapon of the Immortal: Siangham; +1 dark-flaming** siangham Symbol: A black flame Immortal's Alignment: N Appearance: A middle sized hin clad all in black, with an aura of blackflames flickering around him constantly which obfuscates his features; the only unmistakable feature of his visage is his silver-sparkling eyes and his magnetic gaze. Names: Protector of the Five Shires First Master Notes: * Fire elementals should be used whenever possible by the cleric. ** This functions exactly as a normal flaming weapon but appears dark in colour. Special Thanks to Marco for Coberham Shadowglint's info and background! |
#75spellweaverDec 11, 2004 1:46:21 | Quoting from an old post in this thread:A cleric can (and often) serves an entire pantheon but is focused on one Immortal more than the rest (the one that grants the cleric his spells). I see it as the cleric's special "ministry" to focus on certain Immortals just as the cleric focuses on certain aspects of that single Immortal (by choosing domains). Interesting. Since my campaign (or part of it) is going back to Karameikos soon, I would like to ask: which immortals do you include in the pantheon of the Church of Karameikos? And which ones in the Church of Traladara? (other than the three obvious ones, do you e.g. include Chardastes?) I plan on using the Marilnev / Ranivorus plot from an ealier thread there at the board. Have you done a spell list for Ranivorus? I couldn't find one but perhaps my spelling of his name is wrong? :-) Jesper |
#76HuginDec 11, 2004 22:18:26 | Interesting. Since my campaign (or part of it) is going back to Karameikos soon, I would like to ask: which immortals do you include in the pantheon of the Church of Karameikos? I pretty much use this line-up IMCs with the exception of his comments on clerics not following any particular Immortal any more than another. I always have a cleric favour one Immortal (the one he receives his spells from) although the degree of this can vary greatly. Oh, and like the article says, being a splitter group from the Church of Thyatis, venerating and accepting other Immortals who are patron of want you seek is not by any means blasphamy. And which ones in the Church of Traladara? (other than the three obvious ones, do you e.g. include Chardastes?) Yep, so far it's just the Three and Chardastes. I plan on using the Marilnev / Ranivorus plot from an ealier thread there at the board. Have you done a spell list for Ranivorus? I couldn't find one but perhaps my spelling of his name is wrong? I remember that thread, it was good plot. Unfortunately, I haven't done Ranivorus yet. I'll try to do his list next and also see if Marco can help with any additional info (know nothing about Ranivorus except the small blurb in WotI). |
#77HuginDec 29, 2004 21:50:59 | Nyx Spell List (Hierarch of the Sphere of Entropy) Domains: Darkness, Death, Night, Sphere of Entropy, Undeath Special Clerical Powers: You may spontaneous cast 'Darkness', as a 1st level spell, in the same way in which 'Inflict Light Wounds' may be cast. Spontaneous Casting: Non-good followers of Nyx may only spontaneous cast for Inflict spells, not Cure spells. 0-Level Cleric Spells (Orisons) Create Water Detect Magic Detect Poison Ghost Sound Guidance Inflict Minor Wounds Mending Purify Food and Drink Read Magic Resistance Touch of Fatigue Virtue 1st-Level Cleric Spells Chill Touch Deathwatch Detect Good Detect Undead Doom Entropic Shield Erase Hide from Undead Magic Weapon Obscuring Mist Protection from Good Sleep 2nd-Level Cleric Spells Chill Metal Darkvision Death Knell False Life Fog Cloud Gentle Repose Ghoul Touch Hold Person Mirror Image Silence Snare Undetectable Alignment 3rd-Level Cleric Spells Animate Dead Blindness/Deafness Contagion Deep Slumber Deeper Darkness Dispel Magic Halt Undead Magic Circle against Good Nondetection Obscure Object Speak with Dead Vampiric Touch 4th-Level Cleric Spells Death Ward Detect Scrying Dimensional Anchor Enervation Hallucinatory Terrain Magic Weapon, Greater Phantasmal Killer Quench Shadow Conjuration Solid Fog Spell Immunity Zone of Silence 5th-Level Cleric Spells Blight Dispel Good Dream False Vision Ice Storm Inflict Light Wounds, Mass Nightmare Nyx's Black Tentacles, [Evard's] Slay Living Symbol of Pain Symbol of Sleep Wall of Darkness (3E) 6th-Level Cleric Spells Antilife Shell Banishment Cone of Cold Create Undead Dispel Magic, Greater Harm Inflict Moderate Wounds, Mass Mislead Shadow Walk Symbol of Fear Symbol of Persuassion Wall of Force 7th-Level Cleric Spells Acid Fog Blasphemy Control Undead Destruction Finger of Death Inflict Serious Wounds, Mass Power Word, Blind Sequester Shadow Conjuration, Greater Symbol of Stunning Symbol of Weakness 8th-Level Cleric Spells Antimagic Field Create Greater Undead Horrid Wilting Inflict Critical Wounds, Mass Polar Ray Screen Spell Immunity, Greater Symbol of Death Symbol of Insanity Temporal Stasis 9th-Level Cleric Spells Astral Projection Energy Drain Implosion Imprisonment Power Word, Kill Shades Soul Bind Wail of the Banshee Weird Weapon of the Immortal: Sword; +1 ghost touch longsword Symbol: A solar eclipse; darkness coming between the sun and the world. Immortal's Alignment: N Appearance: Nyx' primary Manifestation Form is that of a small woman with pale skin, beautiful and exotic features, long black hair, and black eyes. She dresses in long flowing robes of black. When it suits her purposes, she can appear as a wizened, bearded, scholarly male; a form she feels helps her keep the attention and respect of some of the more greybearded Immortals. Notes: Clerics of Nyx can only rebuke or command undead, regardless of alignment, however these checks are done with a +2 bonus. (3E) from the 3E Mystara website. |
#78spellweaverDec 30, 2004 2:53:11 | Cool! I like to see some of the evil immortals as well :evillaugh Do you think you might do Ranivorus anytime soon? I could really use the spell list for his clerics IMC. :-) Jesper P.S. Happy New Year everybody! |
#79HuginDec 30, 2004 18:43:23 | Ranivorus Spell List (Celestial of the Sphere of Entropy) Domains: Chaos, Corruption, Destruction, Evil, Hatred, Sphere of Entropy Special Clerical Powers: You may perform a 'touch of madness' once per day as a spell-like ability. Make a melee touch attack against a living creature which, if successful, causes the target to make a Will Save against DC 13 plus your wisdom modifier or be overcome by violent convulsions and unable to act (treat as stunned) for 1d4 rounds. This is a mind-affecting effect. Intimidate is a class skill. 0-Level Cleric Spells (Orisons) Acid Splash Daze Detect Magic Detect Poison Guidance Inflict Minor Wounds Read Magic Resistance Touch of Fatigue 1st-Level Cleric Spells Charm Person Command Detect Law Detect Good Doom Entropic Shield Magic Weapon Protection from Good Protection from Law 2nd-Level Cleric Spells Bear's Endurance Darkness Death Knell Enthrall Hold Person Shatter Silence Undetectable Alignment Whispering Wind 3rd-Level Cleric Spells Animate Dead Blindness/Deafness Contagion Crushing Despair Magic Circle against Good Magic Circle against Law Snare Speak with Dead Suggestion 4th-Level Cleric Spells Chaos Hammer Confusion Divine Power Enervation Geas, Lesser Giant Vermin Magic Weapon, Greater Modify Memory Unholy Blight 5th-Level Cleric Spells Command, Greater Dispel Good Dispel Law Dream Feeblemind Inflict Light Wounds, Mass Insect Plague Slay Living Symbol of Pain 6th-Level Cleric Spells Animate Objects Antilife Shell Bear's Endurance, Mass Create Undead Geas/Quest Harm Suggestion, Mass Undeath to Death Symbol of Fear 7th-Level Cleric Spells Blasphemy Destruction Disintegrate Inflict Serious Wounds, Mass Insanity Symbol of Stunning Word of Chaos Waves of Exhaustion 8th-Level Cleric Spells Charm Monster, Mass Cloak of Chaos Demand Earthquake Inflict Critical Wounds, Mass Symbol of Death Symbol of Insanity 9th-Level Cleric Spells Dominate Monster Implosion Power Word, Kill Soul Bind Storm of Vengeance Summon Monster IX Weapon of the Immortal: Flail; +1 shock dire flail Symbol: Snakes writhing forth from the mouth of a bald, human head. Immortal's Alignment: CE Appearance: A hirsute gnoll 16 feet high, with powerful jaws, pointed fangs in a drooling mouth, wearing a black plate mail and wielding two black flails (one in each hand). Names: Yeenoghu Notes: Special thanks to Marco for Ranivorus' appearance. |
#80HuginDec 30, 2004 18:50:20 | Cool! I like to see some of the evil immortals as well :evillaugh Happy New Year's back to ya! Sorry, Spellweaver. I forgot that you requested this a while ago. I hope you get it in time to use it. And ya, evil Immortals are cool! To DM, if you see this request, would you be able to post the symbol and appearance (and any other names) for Ranivorus to complete his list? Thanks! |
#81spellweaverDec 31, 2004 5:00:22 | Cool! Thank you very much, Hugin!Symbol: ? I believe, according to the Orcs of Thar Gaz, that the symbol of Ranivorus is a bald human head with open mouth with a lot of writhing snakes pouring out of it? Quite a disturbing sight... :-) Jesper |
#82HuginJan 18, 2005 20:52:59 | Talitha Spell List (Eternal of the Sphere of Entropy) Domains: Chaos, Evil, Planning, Sphere of Entropy, Suffering, Thieves Special Clerical Powers: You gain Skill Focus Pick Pockets as a bonus feat. Pick Pockets and Disable Device are class skills. 0-Level Cleric Spells (Orisons) Acid Splash Detect Magic Detect Poison Guidance Inflict Minor Wounds Mending Purify Food and Drink Ray of Frost Read Magic Resistance Touch of Fatigue 1st-Level Cleric Spells Chill Touch Deathwatch Detect Law Detect Secret Doors Disguise Self Doom Entropic Shield Expeditious Retreat Magic Weapon Protection from Good Protection from Law 2nd-Level Cleric Spells Augury Cat's Grace Darkness Death Knell Find Traps Hold Person Shatter Silence Spider Climb Status Undetectable Alignment 3rd-Level Cleric Spells Blindness/Deafness Clairaudience/Clairvoyance Contagion Deeper Darkness Dispel Magic Invisibility Purge Knock Locate Object Magic Circle against Good Magic Circle against Law Obscure Object 4th-Level Cleric Spells Chaos Hammer Confusion Detect Scrying Enervation Fear Freedom of Movement Geas, Lesser Giant Vermin Modify Memory Unholy Blight Zone of Silence 5th-Level Cleric Spells Break Enchantment Commune Dispel Good Dispel Law False Vision Feeblemind Insect Plague Nightmare Passwall Slay Living Symbol of Pain 6th-Level Cleric Spells Animate Objects Create Undead Dispel Magic, Greater Find the Path Harm Heroes' Feast Mislead Symbol of Fear Symbol of Persuassion Undeath to Death Word of Recall 7th-Level Cleric Spells Blasphemy Destruction Ethereal Jaunt Eye Bite Scrying, Greater Sequester Statue Symbol of Stunning Symbol of Weakness Word of Chaos 8th-Level Cleric Spells Antipathy Cloak of Chaos Dimensional Lock Discern Location Horrid Wilting Phase Door Screen Symbol of Death Symbol of Insanity 9th-Level Cleric Spells Etherealness Implosion Power Word, Kill Soul Bind Storm of Vengeance Summon Monster IX Teleportation Circle Timestop Weapon of the Immortal: Battleaxe; +1 shock battleaxe Symbol: A crying baby; by ancient tradition, the child who has lost its candy to a thief. Immortal's Alignment: CE Appearance: Talitha appears as a tall, well-built brunette woman of the copper-skinned Alphatian race. Her features are beautiful, but her expression is often petulant and spiteful. She wears revealing gowns but, incongruously, carries a double-headed axe. |
#83HuginJan 18, 2005 20:56:45 | Thanks for the symbol reference Spellweaver. I tried to edit it in to Ranivorus's list but it wouldn't let me. Maybe it has something to do with what they did during the shut-down time. Edit: Argggg... Banish it all to the dark domain of Nyx! I can't even add names to the index of post #1. Lets see if this edit actual works! |
#84spellweaverJan 19, 2005 4:15:55 | Tarastia Spell List (Eternal of the Sphere of Entropy) Maybe I am wrong, but I think you meant Talitha and not Tarastia, right? Talitha is an entropic immortal of thievery and self gratification at the expense of others while Tarastia is the immortal of Justice and Revenge ;) :-) Jesper |
#85HuginJan 19, 2005 7:05:06 | Maybe I am wrong, but I think you meant Talitha and not Tarastia, right? |
#86HuginFeb 03, 2005 21:04:31 | Chardastes Spell List Celestial of the Sphere of Time Domains: Good, Healing, Knowledge, Renewal, Sphere of Time Special Clerical Powers: You gain Skill Focus (Healing) as a free feat. 0-Level Cleric Spells (Orisons) Create Water Cure Minor Wounds Detect Magic Detect Poison Guidance Light Purify Food and Drink Read Magic Resistance 1st-Level Cleric Spells Charm Person Comprehend Languages Deathwatch Detect Evil Detect Secret Doors Detect Undead Protection from Evil Sanctuary Shield of Faith 2nd-Level Cleric Spells Aid Augury Calm Emotions Delay Poison Detect Thoughts Gentle Repose Remove Paralysis Restoration, Lesser Status 3rd-Level Cleric Spells Clairaudience/Clairvoyance Helping Hand Magic Circle against Evil Obscure Object Protection from Energy Remove Blindness/Deafness Remove Disease Speak with Dead Water Breathing 4th-Level Cleric Spells Control Water Death Ward Dimensional Anchor Divination Holy Smite Modify Memory Reincarnate Restoration Tongues 5th-Level Cleric Spells Atonement Break Enchantment Commune with Nature Cure Light Wounds, Mass Dispel Evil Disrupting Weapon Mark of Justice Spell Resistance True Seeing 6th-Level Cleric Spells Banishment Blade Barrier Contingency Cure Moderate Wounds, Mass Find the Path Heal Heroes' Feast Undeath to Death Word of Recall 7th-Level Cleric Spells Changestaff Chardastes' Instant Summons, [Drawmij's] Cure Serious Wounds, Mass Holy Word Legend Lore Regenerate Restoration, Greater Resurrection 8th-Level Cleric Spells Cure Critical Wounds, Mass Dimensional Lock Discern Location Iron Body Polymorph Any Object Sympathy Temporal Stasis 9th-Level Cleric Spells Foresight Freedom Heal, Mass Miracle Summon Nature's Ally IX True Resurrection Weapon of the Immortal: Quarterstaff; +1 defending quarterstaff Symbol: A silver bell Immortal's Alignment: NG Appearance: A tall man with a noble posture, high cheekbones, deep black eyes, a receding chin and a snub nose, always clean shaven, wearing a long white linen robe of Nithian taste and holding a small silver bell in his left hand. Notes: Special Thanks to Marco for Chardastes' info and background! |
#87HuginFeb 26, 2005 23:32:20 | I just updated Ranivorus' Spell List with his appearance (thanks, DM). I haven't had too much time lately to do more, but I'll hopefully get Pflarr and Minroth done soon (*fingers crossed*). |
#88HuginFeb 28, 2005 22:22:03 | Minroth Spell List (Celestial of the Sphere of Matter) Domains: Fate, Good, Law, Sphere of Matter, Trade Special Clerical Powers: Gain Appraise as a class skill. You also have 4 skill points per cleric level, instead of the normal 2 points per level. 0-Level Cleric Spells (Orisons) Cure Minor Wounds Detect Magic Detect Poison Guidance Light Purify Food and Drink Read Magic Resistance Virtue 1st-Level Cleric Spells Comprehend Languages Detect Chaos Endure Elements Magic Stone Message Protection from Chaos Protection from Evil Sanctuary Shield of Faith 2nd-Level Cleric Spells Aid Augury Bear's Endurance Calm Emotions Enthrall Find Traps Make Whole Soften Earth and Stone Status 3rd-Level Cleric Spells Create Food and Water Glyph of Warding Good Hope Locate Object Magic Circle against Chaos Magic Circle against Evil Protection from Energy Stone Shape Suggestion 4th-Level Cleric Spells Death Ward Divination Divine Power Geas, Lesser Holy Smite Order's Wrath Repel Vermin Sending Tongues 5th-Level Cleric Spells Atonement Dispel Chaos Dispel Evil Disrupting Weapon Fabricate Major Creation Mark of Justice True Seeing Wall of Stone 6th-Level Cleric Spells Bear's Endurance, Mass Blade Barrier Guards and Wards Geas/Quest Heroes' Feast Hold Monster Permanency Stoneskin Suggestion, Mass 7th-Level Cleric Spells Dictum Holy Word Minroth's Magnificent Mansion, [Mordenkainen's] Repulsion Statue Teleport Object Transmute Metal to Wood Vision 8th-Level Cleric Spells Demand Discern Location Earthquake Ironform (3E) Mind Blank Shield of Law Sympathy 9th-Level Cleric Spells Foresight Freedom Gate Miracle Shapechange Summon Monster IX Weapon of the Immortal: Mace; +1 merciful mace Symbol: A four feathered arrow Immortal's Alignment: LG Appearance: a 30yrs old athletic human with black beard & mustaches, short jet-black hair tied with a leather circlet, a typical Nithian nose, tanned skin, sparkling eyes full of hope, wearing sailor's clothes and a bronze cuirass with a silvered mace tied at his belt. Notes: Minroth's clerics can only eat, wear, and use items created in the Minrothad Isles. (3E) from the 3E Mystara website. |
#89HuginMar 09, 2005 21:08:37 | Accidental double post... Got a little anxious with the submit button :D |
#90HuginMar 09, 2005 21:11:14 | Pflarr Spell List (Eternal of the Sphere of Energy) Domains: Knowledge, Magic, Protection, Spell, Sphere of Energy Special Clerical Powers: You gain Alertness as a bonus feat. Spot and Listen are class skills. 0-Level Cleric Spells (Orisons) Create Water Cure Minor Wounds Detect Magic Detect Poison Guidance Light Mending Purify Food and Drink Read Magic Resistance Virtue 1st-Level Cleric Spells Blur Comprehend Languages Detect Law Detect Secret Doors Erase Expeditious Retreat Mage Armour Pflarr's Magic Aura, [Nystul's] Sanctuary Sleep Summon Monster I 2nd-Level Cleric Spells Detect Thoughts Heat Metal Identify Owl's Wisdom Remove Paralysis Resist Energy Restoration, Lesser Shatter Shield Other Silence Summon Monster II 3rd-Level Cleric Spells Clairaudience/Clairvoyance Continual Flame Dispel Magic Glyph of Warding Invisibility Purge Magic Circle against Law Magic Vestment Protection from Energy Remove Blindness/Deafness Searing Light Secret Page 4th-Level Cleric Spells Detect Scrying Dismissal Divination Explosive Runes Giant Vermin Imbue with Spell Ability Minor Creation Mnemonic Enhancer Planar Ally, Lesser Spell Immunity Tongues 5th-Level Cleric Spells Break Enchantment Commune Feeblemind Flame Strike Insect Plague Major Creation Plane Shift Spell Resistance Summon Monster V Symbol of Sleep True Seeing 6th-Level Cleric Spells Animate Objects Antilife Shell Dispel Magic, Greater Find the Path Forbiddance Glyph of Warding, Greater Owl's Wisdom, Mass Pflarr's Lucubration, [Mordenkainen's] Planar Ally Symbol of Persuassion Word of Recall 7th-Level Cleric Spells Analyze Dweomer Ethereal Jaunt Legend Lore Limited Wish Permanent Image Refuge Repulsion Spell Turning Summon Monster VII Symbol of Weakness 8th-Level Cleric Spells Antimagic Field Dimensional Lock Discern Location Fire Storm Maze Mind Blank Planar Ally, Greater Protection from Spells Spell Immunity, Greater 9th-Level Cleric Spells Elemental Storm Foresight Imprisonment Miracle Pflarr's Disjunction, [Mordenkainen's] Prismatic Sphere Storm of Vengeance Summon Monster IX Weapon of the Immortal: Khopesh; +1 defending khopesh Symbol: A jackal head with human eyes Immortal's Alignment: N Appearance: Pflarr is a 7' tall humanoid covered in fine brown fur and with a jackal head, wearing a simple Nithian linen tunic covering his thighs and hips. Names: The Jackal-Head |
#91spellweaverMar 26, 2005 8:17:37 | If you want to play a druid character following one of the immortals, how then do you alter the spell list / powers etc. to reflect the differences between the immortals? |
#92zombiegleemaxMar 26, 2005 10:41:38 | HEY, you impressed me! The work of making special spell lists for each imortal was amazing and a show of great patience too. I am interested in other kind of listing, though, not a good x evil list but instead a law x chaos list, I prefer the 'Moorckok style' - elric and the champion eternal series - with the power been disputed by the law (stagnation/stability) and chaos (change/destruction), with nature (neutrality) in the middle and a higher power called balance (change with direction) trying to keep them in check to allow advancement and evolution, good and evil are natural to all sides. I'd love to have lists for such four 'factions', I'm thinking about dividing arcane magic into law and chaos magic, with completely different types of spells and effects. I am using a rules cyclopedia version with heavy modifications, but I don't have qualms about using some spells from Ad&D or D&D 3.5. I'll try to use your idea to make 4 different clerical lists, using the minimum number of spells outside RC as possible. |
#93HuginMar 26, 2005 12:39:26 | I'll try to use your idea to make 4 different clerical lists, using the minimum number of spells outside RC as possible. I'd be very interested in seeing what you come up with! The "Universal" and "Substitutional" spell lists for good and evil that are added to individual Immortal spell lists where basically expanded and extracted from the 3.X Edition setup. I have to agree that using a Law / Chaos setup for those extras would be more in the spirit of Mystara. Doing this however would mean creating a list for neutral that may be difficult. If you do give this a shot and want to have some people discuss the possiblities, drop in some posts. Once we start brainstorming, perhaps it will become easier. I prefer the 'Moorckok style' - elric and the champion eternal series - with the power been disputed by the law (stagnation/stability) and chaos (change/destruction), with nature (neutrality) in the middle and a higher power called balance (change with direction) trying to keep them in check to allow advancement and evolution, good and evil are natural to all sides. Sounds very much in the flavour of Mstara, but unfortunately I've never had the oppurtunity to look at this series. The work of making special spell lists for each imortal was amazing and a show of great patience too. When something appeals to you, it's not hard to find the patience to do it (just ask Thorf or DM ;) ). Of course, it was a lot easier when the Immortals I was doing were the ones I needed for my campaign at the time or someone asked for one for their campaign. Now I'm doing Immortals that I really don't know about so it takes longer and requires help from others. However, I'm also really enjoying learning about these other Immortals. |
#94HuginMar 27, 2005 12:56:51 | Kallala of the Seven Veils Spell List (Celestial of the Sphere of Time) Domains: Chaos*, Charm, Magic, Ocean*, Sphere of Time, Water Special Clerical Powers: You can cast Eagle's Splendor as a substitutionary spell in the same manner as the cure wounds spells. 0-Level Cleric Spells (Orisons) Create Water Cure Minor Wounds Detect Magic Detect Poison Guidance Inflict Minor Wounds Light Read Magic Resistance 1st-Level Cleric Spells Charm Person Command Comprehend Languages Detect Water Endure Elements Faerie Fire Kallala's Magic Aura, [Nystul's] Obscuring Mist Protection from Law 2nd-Level Cleric Spells Animal Messenger Calm Emotions Delay Poison Eagle's Splendor Enthrall Fog Cloud Identify Restoration, Lesser Shatter 3rd-Level Cleric Spells Crushing Despair Dispel Magic Good Hope Invisibility Purge Magic Circle against Law Remove Disease Suggestion Water Breathing Water Walk 4th-Level Cleric Spells Control Water Divination Freedom of Movement Geas, Lesser Imbue with Spell Ability Quench Reincarnate Restoration Tongues 5th-Level Cleric Spells Break Enchantment Charm Monster Command, Greater Commune with Nature Dispel Law Feeblemind Ice Storm Spell Resistance Wall of Ice 6th-Level Cleric Spells Animate Objects Calm Water Cone of Cold Dispel Magic, Greater Eagle's Splendor, Mass Forbiddance Geas/Quest Suggestion, Mass Symbol of Persuassion 7th-Level Cleric Spells Acid Fog Analyze Dweomer Insanity Legend Lore Regenerate Restoration, Greater Spell Turning Word of Chaos 8th-Level Cleric Spells Antimagic Field Charm Monster, Mass Cloak of Chaos Demand Horrid Wilting Protection from Spells Sea Fury (PC3) ** 9th-Level Cleric Spells Dominate Monster Elemental Swarm *** Kallala's Disjunction, [Mordenkainen's] Kallala's Irresistible Dance, [Otto's] Summon Nature's Ally IX * True Resurrection Weapon of the Immortal: Dagger; +1 defending dagger Symbol: Seven veils with the colours of the rainbow forming a circle Immortal's Alignment: CN Appearance: A beautiful young 3 feet tall nixie with the shapely body of a teenager, with silken azure skin, long blond hair that touch her ankles, charming blue eyes and a seducing smile that can make the heart of every male thump like crazy. She always appears naked with a small shell covering her pubic area. Notes: (PC3) spells based off ones in the PC3 Creature Crucible "The Sea People". * All of Kallala's clerics use Summon Nature's Ally spells instead of Summon Monster. ** Sea Fury - Adapted from PC3 and based on the Earthquake spell. *** Water elements should be used whenever possible by the cleric. |
#95zombiegleemaxMar 27, 2005 14:29:47 | I'd be very interested in seeing what you come up with! The "Universal" and "Substitutional" spell lists for good and evil that are added to individual Immortal spell lists where basically expanded and extracted from the 3.X Edition setup. Yes, it was a good idea I'll be trying my hand at the spells soon, I'll try to use your lists as a basic idea before I go any further, I may have to change the spell descriptions to work with chaos and law instead of good and evil. I have to agree that using a Law / Chaos setup for those extras would be more in the spirit of Mystara. Doing this however would mean creating a list for neutral that may be difficult. If you do give this a shot and want to have some people discuss the possiblities, drop in some posts. Once we start brainstorming, perhaps it will become easier. Sounds very much in the flavour of Mstara, but unfortunately I've never had the oppurtunity to look at this series. The original D&D alignment system was based on moorkock's series and concepts, in fact there was a lot of influence from moorkock, jack vance and fritz leiber on it! About neutrality, it is ok, druids are the typical neutral clerics of nature, and anyway you just have to put a restriction like: 'must take a law spell for each chaos spell you prepare...' no big deal, balance would really require work! When something appeals to you, it's not hard to find the patience to do it (just ask Thorf or DM ;) ). Of course, it was a lot easier when the Immortals I was doing were the ones I needed for my campaign at the time or someone asked for one for their campaign. Now I'm doing Immortals that I really don't know about so it takes longer and requires help from others. However, I'm also really enjoying learning about these other Immortals. I agree! I am making a 'house version' of the rules cyclopedia! I hope to be posting something of the spell lists in a month or two! Y |
#96HuginApr 25, 2005 17:40:10 | If you want to play a druid character following one of the immortals, how then do you alter the spell list / powers etc. to reflect the differences between the immortals? I'm sorry Spellweaver, I missed this post somehow. Just off the cuff I'd say that a druid following an Immortal would use druidic spells as per normal and would only be differentiated by his philosophy. I'm not sure how else to do it but I'll put some thought into it. If you come up with anything yourself I'd like to hear it! Added: Hey, Spellweaver, I just revised Odin's spell-list with that raven familiar idea of yours, among a bunch of other things. |
#97spellweaverApr 26, 2005 4:49:00 | I'm sorry Spellweaver, I missed this post somehow. Just off the cuff I'd say that a druid following an Immortal would use druidic spells as per normal and would only be differentiated by his philosophy. I'm not sure how else to do it but I'll put some thought into it. If you come up with anything yourself I'd like to hear it! That's quite all right, Hugin I have been giving the isue quite a lot of thought, because IMHO clerics of Terra, Djaea, Frey & Freya, Zirchev and Ordana should really be druids. Having druid-like clerics of these immortals would IMO lead to confusion as to who are the "true" worshippers of Nature. But the jury is still out on this one :D I have another question for you: One of my players recently created a cleric of Vanya from the Church of Karameikos and I ruled that he had to use your excellent spell list instead of the generic cleric list. To begin with there was a lot of moaning about missing healing spells but then the player realised that with Will and Sphere of Time Domain he would heal at double rate, get the Iron Will feat and then get the Vanya special cleric powers of Martial Weapon Proficiency and Weapon Focus in Greatsword. So now we have a cleric who is almost better than a fighter at fighting and still has a great deal of divine magic. Is that balanced or am I using your lists wrong? ;) :-) Jesper |
#98HuginApr 26, 2005 20:38:03 | Is that balanced or am I using your lists wrong? ;) It appears that I failed to mention a "small" detail about Special Clerical Powers and the Granted Powers of domains; I had my player choose a major domain and a minor domain. His character benefits from the granted power and extra spells choosen from his major domain, but only receives the spells from the minor domain, not the granted power. If fact, since I usually include most domain spells into the cleric's list regardless if it is a "clerical spell' or not, it does not benefit the character at all but rather just keeps his spell choice closer to his "higher calling" (ie. domain choices). I also stress the importance of a cleric's faithfulness to his Immortal and church/cult. To be a cleric is to serve; the exact service varies massively but basically, a cleric is not his own. I have been toying with the idea of having a cleric gain the granted power of his minor domain at a higher level (maybe 8 or 10, needs play-testing), but I believe the reduced spell list, stricter behavioural expectations, and granted power from the major domain only at first, keeps the character in balance. I noticed that the player wasn't too thrilled with the reduction in healing spells. This was done intentionally. Although I think all clerics (of goodish) nature should have some ability in the healing department, I absolutely hate it when clerics are nothing more than a "MEDIC!!!!!". The more powerful healing spells are reserved for those clerics of Immortals where healing is an important aspect in their philosophy. Healing is identified with specific Immortals/churches just as is war, light, seas, death, and love! Added: I just updated post #1 with a note on granted powers and also one about the "Weapon of the Immortal" universal spell that I didn't explain. |
#99HuginApr 26, 2005 22:53:25 | Djaea Spell List (Hierarch of the Sphere of Matter) Domains: Animals, Earth, Knowledge, Planning, Plant, Protection, Sphere of Matter Special Clerical Powers: You gain the Nature Sense and Wild Empathy abilities of a druid. Wild Empathy uses the cleric's level and charisma. 0-Level Cleric Spells (Orisons) Create Water Cure Minor Wounds Detect Magic Detect Poison Guidance Know Direction Light Mending Purify Food and Drink Read Magic Resistance Virtue 1st-Level Cleric Spells Calm Animals Charm Animal Deathwatch Detect Secret Doors Endure Elements Entangle Faerie Fire Hide from Animals Magic Stone Sanctuary Sleep Summon Nature's Ally I 2nd-Level Cleric Spells Animal Messenger Augury Barkskin Delay Poison Hold Animal Owl's Wisdom Restoration, Lesser Shield Other Soften Earth and Stone Status Tree Shape Warp Wood 3rd-Level Cleric Spells Clairaudience/Clairvoyance Dominate Animal Meld into Stone Neutralize Poison Plant Growth Protection from Energy Remove Disease Snare Speak with Plants Stone Shape Summon Nature's Ally III Water Breathing 4th-Level Cleric Spells Command Plants Death Ward Divination Freedom of Movement Giant Vermin Reincarnate Repel Vermin Restoration Spell Immunity Spike Stones Summon Nature's Ally IV Zone of Silence 5th-Level Cleric Spells Atonement Baleful Polymorph Charm Monster Commune with Nature Control Winds Insect Plague Passwall Spell Resistance Summon Nature's Ally V Tree Stride True Seeing Wall of Thorns 6th-Level Cleric Spells Animal Growth Antilife Shell Find the Path Fire Seeds Heroes' Feast Ironwood Owl's Wisdom, Mass Repel Wood Spellstaff Stone Tell Stoneskin Transport via Rock (3E) 7th-Level Cleric Spells Awaken Animate Plants Changestaff Control Weather Legend Lore Liveoak Move Earth Repulsion Restoration, Greater Scrying, Greater Transmute Metal to Wood 8th-Level Cleric Spells Animal Shapes Antimagic Field Control Plants Creeping Doom Discern Location Earthquake Iron Body Mind Blank Summon Nature's Ally VIII Whirlwind 9th-Level Cleric Spells Dominate Monster Elemental Swarm * Foresight Prismatic Sphere Repel Metal or Stone Shambler Shapechange Storm of Vengeance Timestop Weapon of the Immortal: Quarterstaff; +1 defending quarterstaff Symbol: A big white stone with a serpent coiled around it. Immortal's Alignment: N Appearance: A charming lady with dark complexion that is still in her prime, with a long white tunic of ancient style. Names: Mother Nature Notes: (3E) from the 3E Mystara website. * Earth elementals should be used whenever possible by the cleric. Djaea's more devote followers are found among the druid class even more so than the cleric class. Djaea uses her druid followers to care for the living earth and it's dependants (flora and fauna), while using the clerics to care for and guide the more sentient creatures to respect all the forces of nature, thus bringing all into harmony. |
#100spellweaverApr 29, 2005 14:47:07 | I noticed that the player wasn't too thrilled with the reduction in healing spells. This was done intentionally. Although I think all clerics (of goodish) nature should have some ability in the healing department, I absolutely hate it when clerics are nothing more than a "MEDIC!!!!!". The more powerful healing spells are reserved for those clerics of Immortals where healing is an important aspect in their philosophy. Healing is identified with specific Immortals/churches just as is war, light, seas, death, and love! A quick question: Does that mean that in your campaign not all clerics can "spontaneous cast" any spell as a healing spell of the same level? :-) Jesper |
#101HuginApr 29, 2005 17:34:28 | A quick question: That stuff works the same, it's just that not all clerics have access to the more powerful cure/inflict spells. My list of spontaneous spells goes up to the level 4 Cure Critical Wounds and Inflict Critical Wounds (basically the non-"mass" ones). For a cleric to spontaneously cast a higher cure or inflict spell they have to have it on their spell list. This is what I meant in the statement, Although I think all clerics (of goodish) nature should have some ability in the healing department, I absolutely hate it when clerics are nothing more than a "MEDIC!!!!!". The last part about "medics" was just me ranting! ;) You may also have noticed that Raise Dead is a "universal" but anything more powerful is not. I just noticed that I didn't mention anything about the spontaneous casting anywhere; perhaps when I first posted that initial post I just assumed everything would be understood. Either that, or I just forgot. Anyway, you can let your player know that he can spontaneously cast up to the level four spells (or more if you choose, of course, but that's the way I do it IMCs) |
#102HuginJul 29, 2005 14:38:45 | Atzanteotl Spell List (Hierarch of the Sphere of Entropy) Domains: Corruption, Death, Evil, Hatred, Sphere of Entropy, Suffering Special Clerical Powers: You may use a pain touch once per day. Make a melee touch attack against a living creature and, on a successful attack, bestow on that creature a -2 enhancement penalty to Strength and Dexterity for 1 minute. This spell-like ability does not affect creatures immune to critical hits. 0-Level Cleric Spells (Orisons) Create Water Detect Magic Detect Poison Guidance Inflict Minor Wounds Light Mending Purify Food and Drink Read Magic Resistance Touch of Fatigue Virtue 1st-Level Cleric Spells Charm Person Chill Touch Command Confusion, Lesser Detect Good Disguise Self Doom Entropic Shield Hide from Undead Magic Weapon Protection from Good Ventriloquism 2nd-Level Cleric Spells Darkness Darkvision Death Knell Enthrall Gentle Repose Hold Person Scare Silence Soften Earth and Stone Spectral Hand Undetectable Alignment Whispering Wind 3rd-Level Cleric Spells Animate Dead Blindness/Deafness Contagion Crushing Despair Deeper Darkness Dispel Magic Displacement Magic Circle against Good Meld into Stone Sepia Snake Sigil Slow Suggestion 4th-Level Cleric Spells Confusion Death Ward Enervation Explosive Runes Geas, Lesser Giant Vermin Magic Weapon, Greater Modify Memory Rusting Grasp Sending Spell Immunity Unholy Blight 5th-Level Cleric Spells Blight Command, Greater Dispel Good Dream False Vision Feeblemind Inflict Light Wounds, Mass Insect Plague Nightmare Persistent Image Slay Living Symbol of Pain 6th-Level Cleric Spells Antilife Shell Create Undead Dispel Magic, Greater Forbiddance Geas/Quest Harm Inflict Moderate Wounds, Mass Mislead Programmed Image Suggestion, Mass Symbol of Fear Symbol of Persuassion 7th-Level Cleric Spells Acid Fog Blasphemy Destruction Eye Bite Insanity Project Image Repulsion Sequester Symbol of Stunning Symbol of Weakness Vision 8th-Level Cleric Spells Charm Monster, Mass Clone Create Greater Undead Demand Horrid Wilting Prying Eyes Screen Spell Immunity, Greater Symbol of Death Symbol of Insanity 9th-Level Cleric Spells Astral Projection Dominate Monster Energy Drain Implosion Power Word, Kill Soul Bind Storm of Vengeance Summon Monster IX Wail of the Banshee Weapon of the Immortal: Longsword; +1 longsword of venom (as the dagger) Symbol: The silhouette of a feathered serpent. Immortal's Alignment: LE Appearance: He appears in one of two forms: a handsome but sinister elven hero dressed in black or a jet-black feathered serpent with the face of an elf. The serpent-form has arms, but these are usually hidden within its feathers. |
#103HuginAug 04, 2005 11:07:12 | I finally have some extra time to devote to my Mystara projects and one of the things I've wanted to do for a while is to reveiw my spell lists; especially the earlier ones that were done in the 3.0 version. Also, as I did them I refined the method and altered my thought process. Some of the things I'm doing is to eliminate spells from books other than core player's handbook and create a much higher level of consistancy. 3.5 has more spells that were used by latter spell lists, but were unavailable to the earlier ones. In addition to these, some spell levels and names had changed, while some were even deleted. With that said, if anyone has ideas or suggestions, this is a great time for me to try to incorporate them. We've had some very interesting discussions so far! Edit: I've made the index on the first post of this thread link to it's spell-list. I'll also note an updated spell-list there as well, as I get to do them. |
#104HuginAug 10, 2005 0:23:52 | I could use some help though - I don't like the Special Clerical Powers that I got from the 3E Mystara website for the spheres of power - any suggestions? I've been mulling this over the last few days, and tonight I came up with a possible alternative. As they are now, they grant a +1 caster level on all spells with the Energy, Entropy, etc. descriptor. This isn't all that useful without putting alot of work into it. This is what I've come up with; Each Sphere's Special Clerical Power is a free metamagic feat as follows: Sphere of Energy - Empower Spell, increases spell's variable, numeric effects by 50%. Sphere of Entropy - Silent Spell, casts spells without verbal components. Sphere of Matter - Enlarge Spell, double spell's range. Sphere of Thought - Still Spell, casts spells without somatic components. Sphere of Time - Extend Spell, double spell's duration. Good idea? Bad idea? |
#105gazza555Aug 10, 2005 5:29:15 | Some of the things I'm doing is to eliminate spells from books other than core player's handbook and create a much higher level of consistancy. 3.5 has more spells that were used by latter spell lists, but were unavailable to the earlier ones. In addition to these, some spell levels and names had changed, while some were even deleted. I appreciate why you're doing this (everyone's got the PHB but not necessarily book X), but if a spell - say from the Complete Divine - was more fitting you could include it as an alternative to one from the PHB. The main problem with this being, of course, the increased workload. ;) Regards, Gary |
#106Traianus_Decius_AureusAug 10, 2005 8:51:08 | This is what I've come up with; Each Sphere's Special Clerical Power is a free metamagic feat as follows: I like this a lot, Hugin. For entropy, how about corrupt spell or violate spell? They are not PHB metamagic feats, but seem more in tune with the nature of the sphere. |
#107HuginAug 10, 2005 10:49:49 | I appreciate why you're doing this (everyone's got the PHB but not necessarily book X), but if a spell - say from the Complete Divine - was more fitting you could include it as an alternative to one from the PHB. The main problem with this being, of course, the increased workload. ;) I agree with you, but I don't own Complete Divine, the Book of Exalted Deeds, or many of the others. However, it may be something that can be be added latter, or by anyone for their own campaign according to the books they have available. |
#108gazza555Aug 10, 2005 10:54:11 | I agree with you, but I don't own Complete Divine, the Book of Exalted Deeds, or many of the others. However, it may be something that can be be added latter, or by anyone for their own campaign according to the books they have available. That's the problem, isn't it. There's just SOO many books. I'll go through the books I've got to see if any spells jump out for a given immortal and post the results. Regards, Gary |
#109HuginAug 10, 2005 11:24:10 | I like this a lot, Hugin. For entropy, how about corrupt spell or violate spell? They are not PHB metamagic feats, but seem more in tune with the nature of the sphere. I've looked at the feats in the BoVD. They just seem too evil-oriented and not entropy-oriented in my mind. The corrpt and violate spell feats both have an evil alignment prerequisite and I just don't want to automatically relegate entropy solely to the realm of evil. As I see it, entropy is opposed to good, neutral, and evil, as well as to all the other spheres. Granted, they are more entropic in a way so they could be used by anyone if they wanted to. I'm glad to see that someone liked the idea and that I wasn't 'out in left field'. |
#110HuginAug 10, 2005 11:27:39 | That's the problem, isn't it. There's just SOO many books. I'll go through the books I've got to see if any spells jump out for a given immortal and post the results. That would be excellent, Gary. I should start updating the spell lists that I have revised to help you out. |
#111Traianus_Decius_AureusAug 10, 2005 11:33:33 | I've looked at the feats in the BoVD. They just seem too evil-oriented and not entropy-oriented in my mind. The corrpt and violate spell feats both have an evil alignment prerequisite and I just don't want to automatically relegate entropy solely to the realm of evil. As I see it, entropy is opposed to good, neutral, and evil, as well as to all the other spheres. Perhaps then Anarchic Spell (would emphasize chaos over evil)? Or we create an Entropic Spell feat that functions in a similar manner to the other two, but without the evil component? |
#112HuginAug 10, 2005 15:52:25 | Perhaps then Anarchic Spell (would emphasize chaos over evil)? Where's it from? Or we create an Entropic Spell feat that functions in a similar manner to the other two, but without the evil component? That's a possibility. Any suggestions? |
#113Traianus_Decius_AureusAug 10, 2005 17:10:47 | Anarchic Spell seems to have never been published I had been thinking of trying to get Law and Chaos equivalents to Conscrete and Corrupt Spell. For the Entropic Spell Feat, could add the [Entropy] descriptor and half of any damage inflicted is entropic. Not sexy, but hard to resist all the damage. |
#114HuginAug 10, 2005 17:29:45 | For the Entropic Spell Feat, could add the [Entropy] descriptor and half of any damage inflicted is entropic. Not sexy, but hard to resist all the damage. Would be too much to have the [Entropy] descriptor added to any spell that a cleric of entropy uses the silent spell feat with? A little extra incentive for them to 'keep their mouth shut'! |
#115gazza555Aug 11, 2005 5:50:31 | Here's a list of all the spells (both arcane and divine) in the 'Complete' series of books. It may take me some time to read through all of them for appropriateness. There are a few duplications. Regards, Gary Complete Adventurer Absorb Weapon Accelerated Movement Allegro Arrow Mind Arrow Storm Balancing Lorecall Blade Storm Bladeweave Bloodhound Branch to Branch Cacophonic Shield Cloak of the Sea Critical Strike Daggerspell Stance Dirge of Discord Dissonant Chord Distort Speech Distract Assailant Divine Insight Easy Climb Easy Trail Embrace the Wild Entangling Staff Exacting Shot Expeditious Retreat, Swift Fly, Swift Focusing Chant Foebane Forestfold Golem Strike Grave Strike Guided Shot Harmonic Chorus Haste, Swift Hawkeye Healing Lorecall Healthful Rest Herald’s Call Hindsight Hymn of Praise Improvisation Infernal Threnody Insidious Rhythm Insightful Feint Inspirational Boost Instant Locksmith Instant Search Invisibility, Swift Iron Silence Joyful Noise Listening Coin Listening Lorecall Master’s Touch Mindless Rage Nature’s Favor Nightstalkers’s Transformation Protégé Shadow Form Sniper’s Eye Sniper’s Shot Sonic Weapon Spectral Weapon Speechlink Tactical Precision Train Animal Vine Strike Wail of Doom War Cry Wracking Touch Wraithstrike Complete Arcane Absorbtion Accuracy Aiming at the Target Animate Fire Animate Water Animate Wood Anticipate Teleportation Anticipate Teleportation, Greater Apparition Arc of Lightning Arrow of Bone Assay Resistance Backbiter Bands of Steel Blackfire Blades of Fire Blast of Flame Blink, Greater Blistering Radiance Body Outside Body Brilliant Blade Burning Blood Chameleon Clod Chariot Cobra’s Breath Commune with Greater Spirit Commune with Lesser Spirit Corpse Candle Creeping Darkness Dancing Blade Darkvision, Mass Decapitating Scarf Defenestrating Sphere Discern Shapechanger Earthbolt Earthen Grasp Elemental Burst Elemental Ward Emerald Flame Fist Energy Immunity Enhance Familiar Entangling Scarf Familiar Pocket Fiendform Fiery Eyes Finding the Centre Fire Breath Fire Shield, Mass Fire Shuriken Fire Wings Fireburst Fireburst, Greater Fist of Stone Flensing Fly, Mass Force Whip Fortify Familiar Freezing Fog Ghostform Ghost Light Giant Size Hail of Stone Heart of Stone Heart Ripper Ice Blast Ice Knife Illusory Pit Imbue Familiar with Spell Ability Internal Fire Iron Scarf Kiss of the Toad Lemund’s Hidden Lodge Lightning Blade Low-light Vision Mage Armor, Greater Magnetism Melt Metal Skin Minute Form Orb of Acid Orb of Acid, Lesser Orb of Cold Orb of Cold, Lesser Orb of Electricity Orb of Electricity, Lesser Orb of Fire Orb of Fire, Lesser Orb of Force Orb of Sound Orb of Sound, Lesser Otiluke’s Dispelling Screen Otiluke’s Greater Dispelling Screen Pain Phantasmal Assailants Poison Needles Prismatic Ray Programmed Amnesia Protection from Charm Rain of Needles Reanimation Reaving Dispel Reciprocal Gyre Refusal Repair Critical Damage Repair Light Damage Repair Minor Damage Repair Moderate Damage Repair Serious Damage Resist Energy, Mass Resonating Bolt Ring of Blades Scales of the Lizard Secret Signs Servant Horde Shadow Binding Sign of Sealing Sign of Sealing, Greater Smoke Ladder Snake Darts Sphere of Ultimate Destruction Spirit Binding Spirit Binding, Lesser Spirit Binding, Greater Spirit Needle Spirit Self Spiritwall Steam Breath Stony Grasp Summon Elemental Monolith Summoning Wind Superior Invisibility Swim Sword of Darkness Sword of |Deception Terra Cotta Lion Terra Cotta Warrior Thornskin Transfix Transmute Rock to Lava Unluck Vitriolic Sphere Wall of Bones Wall of Gloom Water to Poison Whirling Blade Withering Palm Wood Rot Complete Divine Anger of the Noonday Sun Awaken, Mass Bane Bow Beast Claws Beget Bogun Bestow Curse, Greater Binding Winds Blast of Force Blessed Aim Blessing of Bahamut Blink, Improved Body of the Sun Bolt of Glory Bolts of Bedevilment Bottle of Some Brain Spider Brambles Briar Web Brilliant Aura Camouflage Camouflage, Mass Castigate Chain of Eyes Cloudburst Cloudwalkers Cometfall Contagious Touch Creeping Cold Creeping Cold, Greater Crown of Glory Crumble Curse of Ill Fortune Curse of Lycanthropy Dance of the Unicorn Death Pact Decomposition Deific Vengeance Detect Favored Enemy Divine Agility Divine Sacrifice Doomtide Dragon Breath Dream Sight Energy Vortex Enveloping Cocoon Fire Wings Fires of Purity Flame of Faith Forestfold Golden Barding Hawkeye Implacable Pursuer Infestation of Maggots Languor Last Breath Maddening Scream Maelstrom Mark of the Hunter Miasma Monstrous Thrall Murderous Mist Nature’s Avatar Nature’s Favor Naturewatch Nimbus of Light Obedient Avalanche Omen of Peril Otyugh Swarm Pavilion of Grandeur Phantasmal Decoy Phantasmal Disorientation Phantom Bear Phantom Stag Phantom Wolf Plague of Rats Poison Thorns Poison Vines Probe Thoughts Quill Blast Recitation Rejuvenation Cocoon Renewal Pact Resurgence Resurgence, Mass Revenance Righteous Wrath of the Faithful Sacred Haven Sandblast Scent Scourge Shadow Landscape Slime Wave Spell Resistance, Mass Spikes Spiritual Chariot Stalwart Pact Standing Wave Strom of Elemental Fury Strom Tower Stormrage Subvert Planar Essence Telepathic Bond, Lesser Tidal Surge Tortoise Shell Touch of Madness Traveller’s Mount True Creation True Domination Unbinding Unyielding Roots Vigor Vigor, Greater Vigor, Lesser Vigor, Mass Lesser Vigorous Circle Visage of the Deity Visage of the Deity, Greater Visage of the Deity, Lesser Waterspout Wave of Grief Weapon of the Deity Weather Eye Whirlwind, Greater Winged Mount Wood Wose Wrack Zeal Zealot Pact Complete Warrior Augment Familiar Cloak of Bravery Cloak of Bravery, Greater Cursed Blade Hound of Doom Lion’s Roar Phantom Threat Valiant Fury |
#116gazza555Aug 11, 2005 6:57:03 | For the Entropic special ability, how about something along the lines of: Chaotic Spell (Metamagic) Prerequisites: ? Benefit: A spell with the Chaotic Spell metamagic feat is treated as being cast by a caster 3 levels lower than the caster's own caster level plus 1d6 caster levels. For example, a 15th-level priest of Hel casts a chaotic flamestrike, Her effective caster level for the spell is 12 + 1d6. A Chaotic Spell uses up a spell slot of the spell's normal level. Regards, Gary |
#117HuginAug 11, 2005 10:02:42 | That is alot spells. I didn't even realize there was that many in those books. It may help you to assign each spell to appropriate domains. This is how I determine spells for a list. For example, Remove Paralysis 'belongs' to the domains of Renewal, Sphere of Energy, and Will. I made sure each of the Divine Spells have been assigned to a sphere as well (but this doesn't make them exclusive to that sphere). Here are all the domains from the PHB and the 3E Mystara website: Air Animal Cavern Chaos Charm Corruption Craft Darkness Death Desert Oasis Destruction Dwarf Earth Elf Family Fate Fire Fortitude Gnome Good Hatred Healing Hin Illusion Knowledge Law Luck Magic Metal Moon Muse Night Nobility Ocean Planning Plant Portal Protection Renewal Reptile Retribution Romance Rune Shadow Elf Spell Sphere of Energy Sphere of Entropy Sphere of Matter Sphere of Thought Sphere of Time Storm Strength Suffering Sun Theives Trade Trickery Truth Tyranny Undeath War Water Will Chaotic Spell would be more suited to the sphere of energy, I'd think. It's a very cool concept though. Several of the spell lists have been revised. See the original post in this thread for which ones. I plan on re-evaluating them all according to the improved spell-domain relationships I have worked out since doing then. On one hand, I hate to change them, but this has been a project that has really developed and evoled as I did each spell list. I am much happier with the results I am getting now as well as the greater consistancy. |
#118Traianus_Decius_AureusAug 11, 2005 13:07:32 | Hugin, I would add in a number of domains from others source such as retribution, wrath, pleasure, pain, glory etc... many of are natural fits with our immortal friends, and if nothing else adds a lot of variety. This is the bulk of my master list- some domains have alterations made for Mystara and are noted as such. This is not an all inclusive list, just domains that worked for one or more immortals/philosophies. I will add in the rest of the list later. Air (PH3.5 p185) Animal (PH3.5 p186) Balance (PGF p84) (Und p53) Beastmaster This has not yet been updated to 3.5; Refer to Defenders of the Faith Bestial (BoVD p 80) Cavern Mystara, (PGF p85) 1 Celerity (CDiv p137) Celestial The DM may restrict access to this domain. (BoED p86) City (RoD p162) Chaos (PH3.5 p186) Charm (PGF p85) Cold (PGF p85) (CDiv p137) (Frost p 84) Commerce (Eb p105) Community (BoED p86) (Eb p105) or (CDiv p137) Competition (CDiv p138) Corruption Mystara, (BoVDp 80), (LoM p 207) Courage (CWar p114) Craft Mystara, (PGF p85) Creation (CDiv p138) Darkness Mystara, (PGFp85) Death (PH3.5 p186) Deathbound (LM p60) Decay (Eb p105) Demonic (BoVD p81) May be restricted Desert Oasis Mystara Destiny (RoD p163) Destruction (PH3.5 p186) Diabolic (BoVD p81) May be restricted Divination This has not yet been updated to 3.5; Refer to Defenders of the Faith Domination(CDiv p138) (Drac 107) Dragon (Drac p107) Dream (CDiv p138) Dwarf (PGF p86) Earth (PH3.5 p186) Elf (PGF p86) Endurance(BoED p86) Evil (PH3.5 p186) Exorcism (Eb p106) Family (PGF p86) Fate (CWar p114), (PGF p 86) 1 Fey (BoED p86) Fire (PH3.5 p187) Force (CDiv p138), (LoM p207) Fortitude Mystara Glory (CDiv p139) (Drac 107)or (BoED p.87) 1 Gnome Mystara, (PGF p86) 1 Good (PH3.5 p187) Greed (BoVD p 81) or (Drac p107) 1 Hatred Mystara, (PGF p87) 1, (LoM p207) 1 Healing (PH3.5 p187) Hin Mystara, (PGF p87) 1 Herald (BoED p87) (CDiv p136)+ Hunger (DR312 p70), (LM p 60) 1 Illusion (PGF p87) Inquistion (CDiv p139) Joy (BoED p87) Knowledge (PH3.5 p187) Law (PH3.5 p187) Liberation (CDiv p139) Life (Eb p106) Luck (PH3.5 p187) Madness (CDiv p139) (Eb p107) (LoM p207) Magic (PH3.5 p188) Metal (PGF p88) Mind (CDiv p140) (LoM p208) Moon Mystara, (PGF p88) Muse Mystara Mysticism (CDiv p140) Night Mystara Nobility (CWar p115, Sandstorm p106) Ocean Mystara, (PGF p89) Oracle (CDiv p140) Pact (CDiv p140) Pain (BoVD p 81) Pestilence (CDiv p141) Planning (CWar p115), (PGF p89) Plant (PH3.5 p188) Pleasure (BoED p87) Portal Mystara , (PGF p89) Protection (PH3.5 p188) Purification (CDiv p141) Renewal (PGF p90) Reptile Mystara Retribution (PGF p90) Romance Mystara Rune (PGF p90, Sandstorm p 107) Sand (Sandstorm p107) Shadow Elf Mystara Spell Mystara , (PGF p91) Sphere of Energy Mystara Sphere of Entropy Mystara Sphere of Matter Mystara Sphere of Thought Mystara Sphere of Time Mystara Storm (PGF p91) Strength (PH3.5 p188) Suffering Mystara, (PGF p91) Summer (Sandstorm p107) Summoner (CDiv p141) Sun (PH3.5 p188) Theives Mystara Thirst (Sandstorm p108) Time (PGF p91) Trade Mystara, (PGF p92) Travel (PH3.5 p188) Trickery (PH3.5 p189) Truth Mystara Tyranny (CWar p115) Undeath (LM p 60) Vile Darkness (LoM p208) War (PH3.5 p189) Water (PH3.5 p189) Wealth (Drac p107) Weather (CDiv p141) Will Mystara Winter (Frost p85) Wrath (BoED p87) |
#119HuginAug 11, 2005 13:20:36 | I fully agree with adding in spells and domains from other sources, but my problem is I don't have them. For now, I'm leaving it up to individual DMs to substitute or add these aspects according to their own books. This could be a forum project latter (right now I just want to finish the basic revisions). |
#120HuginAug 11, 2005 13:26:10 | That's a good list so far, Traianus. As you've noted, the Defenders of the Faith is still in 3.0. I've updated the domains from the 3E Mystara site and I should probably post those. |
#121Traianus_Decius_AureusAug 12, 2005 16:58:27 | Just added in the remaining potential Mystara domains to my post above. Now just need to add in ones from Stormwrack. |
#122nurgan_the_drunkedAug 15, 2005 11:16:21 | Hugin, just to say, congrats on the work done here. I'm fairly new to Mystara so don't know much about the gods, but this sort of treatment is to be applauded. Also wanted to request one. One of my old characters was a cleric of Korutiku, and I found the concept of the god very interesting to play, so if at some point you could get round to doing a spell list, (preferably one not delivered through riddles or anagram format ;) ), I'd be very grateful. Thanks |
#123HuginAug 15, 2005 22:16:07 | Korotiku Spell List (Hierarch of the Sphere of Thought) Domains: Chaos, Illusion, Sphere of Thought, Trickery*, Truth* Special Clerical Powers: Bluff, Disguise and Hide are class skills. 0-Level Cleric Spells (Orisons) Create Water Cure Minor Wounds Detect Magic Detect Poison Guidance Inflict Minor Wounds Light Mending Purify Food and Drink Read Magic Resistance Virtue 1st-Level Cleric Spells Comprehend Languages Deathwatch Detect Law Detect Secret Doors Disguise Self Entangle Faerie Fire Hide from Undead Obscuring Mist Protection from Law Silent Image Ventriloquism 2nd-Level Cleric Spells Detect Thoughts Invisibility Minor Image Owl's Wisdom Resist Energy Shatter Spider Climb Spiritual Weapon Status Undetectable Alignment Whispering Wind Zone of Truth 3rd-Level Cleric Spells Clairaudience/Clairvoyance Dispel Magic Displacement Glibness Invisibility Purge Locate Object Magic Circle against Law Nondetection Obscure Object Sculpt Sound Speak with Dead Wind Wall 4th-Level Cleric Spells Air Walk Chaos Hammer Detect Scrying Discern Lies Divination Giant Vermin** Hallucinatory Terrain Modify Memory Phantasmal Killer Planar Ally, Lesser Sending Tongues 5th-Level Cleric Spells Break Enchantment Commune Control Winds Dispel Law Dream False Vision Insect Plague** Mirage Arcana Persistent Image Seeming Symbol of Sleep True Seeing 6th-Level Cleric Spells Animate Objects Dispel Magic, Greater Find the Path Forbiddance Mislead Owl's Wisdom, Mass Planar Ally Programmed Image Prying Eyes Symbol of Persuassion Veil Wind Walk 7th-Level Cleric Spells Analyze Dweomer Control Weather Permanent Image Project Image Repulsion Reverse Gravity Scrying, Greater Simulacrum Shadow Walk Statue Word of Chaos 8th-Level Cleric Spells Antimagic Field Cloak of Chaos Creeping Doom** Dimensional Lock Discern Location Planar Ally, Greater Polymorph Any Object Screen Sympathy Whirlwind 9th-Level Cleric Spells Astral Projection Elemental Swarm*** Foresight Freedom Miracle Shapechange Summon Monster IX Timestop Weird Weapon of the Immortal: Dagger; +1 shock dagger Symbol: A black spider silhouette. Immortal's Alignment: CG Appearance: Korotiku has two Manifestation Forms. One is a huge black spider, comically roly-poly, with a human face. The other is a tall, elegant dark-skinned Pearl Islander. Names: The Spider The Trickster Notes: * Korotiku's goal is to trick or convince every sentient thing to think about everything as much as possible, bringing about a truthful understanding of reality. ** These spells should involve spiders whenever possible. This should be the cleric's preference anyhow. *** Air elementals should be used whenever possible by the cleric. |
#124HuginAug 15, 2005 22:26:23 | Hugin, just to say, congrats on the work done here. I'm fairly new to Mystara so don't know much about the gods, but this sort of treatment is to be applauded. Thank you. I'm glad you like them. I've done up Korotiku in the above post and I have to say, that was a good choice. I had some real fun doing up the spells for this Immortal's clerics. I actually would love to have a cleric of Korotiku in a game now, but unfortunately I'm the DM. OH! Wait a minute! An NPC. Yes, that would be fun for me and the players. (Maybe more for me but who cares ;) ). Enjoy! P.S. I'm about to post a few more updates that I managed to do on the weekend as well. Seemed quite busy here this weekend, eh? |
#125zombiegleemaxAug 15, 2005 22:28:32 | Excellent work so far Hugin. Just wanted to let you know that this is really helpful and really brings out more flavor for cleric characters. Awesome work. |
#126nurgan_the_drunkedAug 16, 2005 3:16:58 | Thank you. I'm glad you like them. I've done up Korotiku in the above post and I have to say, that was a good choice. I had some real fun doing up the spells for this Immortal's clerics. I actually would love to have a cleric of Korotiku in a game now, but unfortunately I'm the DM. Thanks, that was great. We just met an aranea cleric NPC in ours, who managed to hint at a lot of plot, without actually telling us anything. Kieran O'renegal can now rest in peace, with a pint of Guiness and a book of crossword puzzles. Unless of course, you want to bring him back for one last incomprehensible mumble. ;) |
#127zombiegleemaxAug 16, 2005 17:28:30 | Hey Nurgan_the_drunked, I love the quotes in your sig. Sorry that's off-topic, but I couldn't help myself. |
#128gazza555Aug 17, 2005 4:31:21 | I've been thinking about the special abilities for the Spheres' domains, I'm beginning to favour borrowing an idea from OD&D and having a special abilitity based on the specific Immortal rather than based on the Sphere he's from. Comments, ideas? Regards, Gary |
#129zombiegleemaxAug 17, 2005 5:01:11 | It's an interesting thought Gary, but 3E doesn't work like that. We got an immortal-specific skill or power in OD&D as much as in AD&D (specialty priests). This translated into domains' powers in 3E, so you cannot add something extra or revert back to old editions rules. IMO obviously ;) However, I would very much be in favour of giving a specific skill as class skill when appropriate, substituting another one, based on each immortal's portfolio. Ex. I do not believe that clerics of Orcus should be so proficient in say Knowledge (planes) or Healing, so I'd make these cross-class skills for them. Instead I'd give them as class skills Intimidate and Knowledge (Necromancy) . thoughts anyone? |
#130gazza555Aug 17, 2005 5:53:26 | Hi Marco, I know that 3e doesn't work like that, but if a player of, say, Thor wanted to replace the ability of Thor's Sphere with the matamagic feat 'Born of the Three Thunders' (from one of the 'Complete' series) as being more fitting I would probably agree with him. So what I'm contemplating is something along the lines of:- Sphere of Energy Domain Ability: A cleric who selects the Sphere of Energy as one of his domains may either take the Empower Spell metamagic feat or the optional domain ability as outlined under the Immortals description. For example, a cleric of Thor (an Immortal of the Sphere of Energy) may either select the 'Empower Spell' metamagic feat or the 'Born of the Three Thunders' metemagic feat as outlined in Thor's description. I do like your idea of tailoring the class skills to 'fit' with the Immortals portfolio. Regards, Gary |
#131zombiegleemaxAug 17, 2005 6:30:15 | uhm.. I see what you are meaning here. It's certainly an interesting idea then, but you should create specific powers which are at least as much "powerful" as the domains power... not that easy. Just to let you all know, these were the Domains' powers I devised in the Codex: ENERGY: bonus feat "Magical Attitude" (should be in PHB3.5, if that's the right translation) ENTROPY: bonus fear "Entropic Aura". Once a day, the cleric can use a standard action to reverse the effect of one of these feats that's been employed by another spellcaster: extend spell, empower spell, (third one is the one that improves its duration, don't know the name in English). The effect is applied to any one spell cast in that turn and whose area of effect is near the cleric (within 30 feet radius per level of the cleric from the cleric's position). MATTER: +2 bonus to Survival and Balance skills THOUGHT: the following skills are class skills: Sense Motive, Deceive, Decipher TIME: bonus feat Improved Initiative |
#132gazza555Aug 17, 2005 7:15:00 | ENERGY: bonus feat "Magical Attitude" (should be in PHB3.5, if that's the right translation) Magical Aptitude ? Benefit: You get a +2 bonus on all Spellcraft checks and Use Magic Device checks. ENTROPY: bonus fear "Entropic Aura". Once a day, the cleric can use a standard action to reverse the effect of one of these feats that's been employed by another spellcaster: extend spell, empower spell, (third one is the one that improves its duration, don't know the name in English). The effect is applied to any one spell cast in that turn and whose area of effect is near the cleric (within 30 feet radius per level of the cleric from the cleric's position). The metamagic feat to extend a spell's duration is Extend Spell :D , so the one you've already got down as Extend Spell is probably Enlarge Spell - which is the metamagic feat to increase a spell's range. Regards, Gary |
#133zombiegleemaxAug 17, 2005 7:20:33 | You got all of them right Gary, thank you ;) Oh and btw, I just added Rad to the Immortals' list thread :D |
#134gazza555Aug 17, 2005 7:28:44 | You got all of them right Gary, thank you ;) That's OK. I meant to ask if there's any chance of seeing your Domain spell lists anytime soon? ;) Oh and btw, I just added Rad to the Immortals' list thread :D Yes, I noticed, thanks very much, just need to download him, take him home, format him with fancy fonts etc and print him out. :D Regards, Gary |
#135zombiegleemaxAug 17, 2005 11:16:34 | The problem with my Domain spell lists is that they're in Italian and I do not know the exact translation into 3E spells in English, so I wouldn't wanna make more confusion ... that's why I have delayed it so far. But I can give it a try, and you'll see if my translations sound a bell or not ;) |
#136HuginAug 17, 2005 14:32:25 | I'm sure we can help you out with the english, DM. I'd be interested in seeing you domain spells as well. Have you used anything from the 3E Mystara site? It was done for 3.0 so it needs updating. I've made notes on changes to the domain spells listed there, but not in a presentable form. Soon, I hope. Right now I'm working on Protius' spell list. It's been taking a long time, little bit here, little bit there, but I like how it's turning out. I'm also doing a full write up for the spell Sea Fury based on the Earthquake spell. I'll post it for comments once it's ready. |
#137HuginAug 20, 2005 18:18:15 | However, I would very much be in favour of giving a specific skill as class skill when appropriate, substituting another one, based on each immortal's portfolio. I know that 3e doesn't work like that, but if a player of, say, Thor wanted to replace the ability of Thor's Sphere with the matamagic feat 'Born of the Three Thunders' (from one of the 'Complete' series) as being more fitting I would probably agree with him. Good ideas guys. If either of you feel like doing that for the lists, I'd be happy to include them. Thanks for the interest. I really do appreciate all the suggestions people have put forth and I kind of feel bad that I can't use them all. However, if anybody wishes to do extra stuff (such as spells and domains from the non-core books and which of mine they would replace), please go ahead with it. P.S. Shawn, I think it best if you don't update the Vaults with my revisions quite yet, unless of course you don't mind the work, just in case. ;) P.S.S I'm almost half way done the revisions! Hurray for me! |
#138zendrolionAug 21, 2005 4:37:08 | Hi everyone! This thread is very interesting and the spell lists are amazing! Great work, Hugin! :D ;) I've been thinking about the special abilities for the Spheres' domains, I'm beginning to favour borrowing an idea from OD&D and having a special abilitity based on the specific Immortal rather than based on the Sphere he's from. Only a little suggestion: perhaps you could recreate something like that with "Initiate" feats introduced in Player's Guide to Faerun. Basically, they're feats eligible only to characters that are clerics of a given level and have a patron deity. If a character acquires an initiate feat, he obtains an additional special power (of a power rank balanced with that of the domain powers - like additional class skills, a minor spell-like ability and so on) and a number (usually 2-6) of new spells to add to his repertoire. Note that these spells are most often spells not available to other clerics or divine spellcasters (i.e. taken from other classes' lists, outright new spells, etc.). For example, you could have (silly example, please don't take this seriously): Initate of Thor Prerequisite: Cleric level 1st, patron immortal Thor. Benefit: You gain Born of the Three Thunders as a bonus feat. In addition, you may add the following spells to your cleric spell list. Level 3rd Lightning Bolt etc. etc. In the FR these feats give back to each deities some of the peculiarities they had before 3ED (i.e. some powers and spells unique to the deity). IMHO Hugin's spell lists - together with modified class skills suggested by DM -work better than initate feats (even if they mean a lot of work... Thank you guys! :D ). However, I think the initiate feats are rather simple to integrate with Hugin's spell lists. You only have to drop the distinction major/minor domain and use the domain rule exactly as it is in the PHB, and move the granted powers described by Hugin for each immortal to the initate feat's benefit. Perhaps the initiate feats could even be a way to add more new spells to the cleric repertoire, in addition to those already present in his spell list. Sorry for meddling! :embarrass ;) |
#139verro_diabolicoAug 21, 2005 9:42:17 | Zendrolion this is exactly what I have done in my Mystara Campaign. I think that in 3.5 the initiate feats are the best way to mark out clerics of different Immortals and can easily replace the "Special clerical powers" in WotI. Time ago I have posted on Italian MB some initiate feat. Here some exemple: Initiate of Nyx [Initiate] Prerequisite: Cleric level 3rd, patron immortal Nyx, Undeath Domain. Benefit: You can spontaneously cast any spell in your spell list that has the darkness descriptor or the word darkness in its name. This ability works like spontaneously casting cure spell does. In addition you may add the following spell to your cleric spell list: Level 2nd Shroud of Undeath 3rd Vampiric Touch 5th Kiss of the Vampire 7th Undeath after Death 8th General of Undeath Initiate of Ixion [Initiate] Prerequisite: Cleric level 1st, patron immortal Ixion. Benefit: You can spontaneously cast any spell in your spell list that has the light descriptor or the word light in its name. This ability works like spontaneously casting cure spell does. In addition you may add the following spell to your cleric spell list: Level 3rd Sunrise 7th Brilliant Aura 9th Undeath's Eternal Foe Here the Italian MB thread (in italian): http://www.25edition.it/forum/topic.asp?TOPIC_ID=14947&FORUM_ID=98&CAT_ID=23&Topic_Title=Iniziato+di%2E%2E%2E&Forum_Title=Mystara (Copy the url and past on address bar) Bye |
#140stanlesAug 21, 2005 21:57:08 | P.S. Shawn, I think it best if you don't update the Vaults with my revisions quite yet, unless of course you don't mind the work, just in case. ;) not a problem Hugin, I'll happily hold off for the moment. I just got back from Gencon so have stuff to catch up with for the next update. Meanwhile Gencon rocked. |
#141HuginAug 23, 2005 14:49:57 | Some time ago the following was asked:...Is there a domain that would be more closely associated with the Radiance than Sphere of Energy? Any Energy immortal could have that domain, but IMO Rad and Rafiel should have something slightly different. Both are immortals who were created through non standard means (involving the NoS/Radiance) and it just seem appropriate that the should not have Sphere of Energy as a domain power, but something slightly different. We didn't come up with anything but I thought we could explore this again. Any ideas for a Radiance domain? This comes up because the next in line to be updated is Rad's spell list. I'm going to look into it further but we may have to create it from scratch. |
#142zombiegleemaxAug 23, 2005 16:16:11 | We didn't come up with anything but I thought we could explore this again. Any ideas for a Radiance domain? This comes up because the next in line to be updated is Rad's spell list. I'm going to look into it further but we may have to create it from scratch. Wasn't there one on the Mystara3E site? (Which seems to be down or vanished permanently.) |
#143HuginAug 23, 2005 17:32:18 | Wasn't there one on the Mystara3E site? (Which seems to be down or vanished permanently.) Not that I ever saw. I saved the 'Immortal's' and 'Magic in Mystara' pages from that site a long time ago for that very reason; I was afraid that at some point I wouldn't have access to them ;) I use them quite a bit as tools in creating the spell lists. |
#144gazza555Sep 07, 2005 3:59:04 | Hi Hugin, I notice in your Universal Spells there are none for levels 0, 7th, and 9th. Is this deliberate? Regards, Gary Universal Good Spell List |
#145stanlesSep 07, 2005 5:28:36 | Index of Spell-Lists in order of appearance and linked: Hugin, could you indicate on this list when the list was updated. cheers |
#146HuginSep 07, 2005 8:50:55 | Hi Hugin, Yes and no. It was not my intent to find 'x' number of spells for each level to include as universal. Rather, I just felt that certain spells should be very common to clerics, fundamental in a way. So instead of placing them on nearly every cleric's list, I decided to go with the universal lists. As an after-thought, you could always adjust the universal lists to include/omit spells according to the flavour you desire. And don't forget that if you need a cleric to have a specific spell that doesn't appear on their list, they can learn as per normal (DM's call). Hugin, could you indicate on this list when the list was updated. Do you mean make a new post to say which Lists have been updated? Ya, I think I could manage that. I only have a few more a go but I'm still stumpted on what to do for a 'Radiance' domain for Rad and Rafiel. |
#147eldersphinxSep 07, 2005 13:45:43 | Yes and no. It was not my intent to find 'x' number of spells for each level to include as universal. Rather, I just felt that certain spells should be very common to clerics, fundamental in a way. So instead of placing them on nearly every cleric's list, I decided to go with the universal lists. Reasonable... though I'm wondering why stuff like Dispel Evil and Holy Word didn't make the spell lists. These seem at least as appropriate as utility spells such as Remove Curse or Scrying. For myself, I'd likely also provide Guidance and possibly Detect Magic as 0th level universal, just to help out adepts and similar low-power casters, and Miracle as 9th-level universal, to insure that all clerics receive this "biggest gun" and so are operating on a mostly-level playing field. FWIW... |
#148HuginSep 07, 2005 15:08:29 | Double Post!! Sorry! |
#149HuginSep 07, 2005 15:08:37 | Reasonable... though I'm wondering why stuff like Dispel Evil and Holy Word didn't make the spell lists. These seem at least as appropriate as utility spells such as Remove Curse or Scrying. The thing about the universal spells is that clerics of a neutral (on the good-evil axis) Immortal could chose the 'good' universal spells and I didn't really want them to have access to those alignment-heavy spells automatically. For the most part, any alignment extremity (good, evil, law, chaos) that an Immortal has, allows the cleric to chose that as a domain (and therefore those spells exist in the spell list). This way only clerics of an Immortal who has good in his or her alignment will have access to those spells (often without having to select the domain). It was something I chose to do for my own tastes (before I ever thought of sharing the list-system). If it is something you really wanted to include, you could do that without much work. For myself, I'd likely also provide Guidance and possibly Detect Magic as 0th level universal, just to help out adepts and similar low-power casters, and Miracle as 9th-level universal, to insure that all clerics receive this "biggest gun" and so are operating on a mostly-level playing field. I tried my best to select spells that I thought reflected the personality of the Immortal granting them. So if I had the feeling that the Immortal isn't overly concerned with the well-being of a follower I wouldn't include spells such as guidance and miracle. This is more true for the 0-level spells than any other due to the process (see below) I've developed for spell selection for the other spell-levels. I must honestly say that making all the spell lists of equal power was not my primary concern even though it was in the back of mind. The first thing that I was going for was to have the spells that a cleric utilizes a reflection of the source of those spells. To give you some insight into how I make/have revised ;) these lists, the first thing I do is include all the spells that appear in the domains available. These almost always remained in the final selection unless I felt it really went against the Immortal's nature. This step also includes spells that I have associated with a domain, however these are treated as secondary. This was done to ensure that every clerical spell from the PHB was represented by at least one domain. I also felt that the Sphere that an Immortal belonged to should play a significant part in the make-up of the list. Again, each clerical spell was assigned to one of the Spheres (with a few appearing in more than one Sphere). This I did using the guidlines regarding Spheres that appear in the WotI book. It was also done with balancing the number of spells in each Sphere in mind so that no one Sphere had significantly more or less spells than another. The final step is to bring the number of spells to the 'power level' of the Immortal. In some cases I have to remove some while trying to keep in mind usefulness and power. In other cases I have to add some, in which case I scanned any of the spells regardless of 'type', to find those that fit well into the Immortal's overall role and personality. And to re-state this, a cleric can learn other spells that do not appear on his list as per the normal rules. The only 'restriction' on this would be the judgement of the Immortal to grant such a spell (i.e. as up to the DM) and the purpose for wanting the spell. Both of these will vary tremendously from Immortal to Immortal. My personal reason for these lists were to create role playing and mechanical distinctions among the clerics while limiting the spell selection (which I thought was just too large). I really wanted a bit of the Immortal to 'shine' through the cleric. I will admitt that flavour outweighted perfect balance by a good margin, but for my campaign it works out fine. Sorry for babbling but hopefully you have a better idea of how I did things and what my goals were. |
#150stanlesSep 07, 2005 19:38:27 | Do you mean make a new post to say which Lists have been updated? Ya, I think I could manage that. I only have a few more a go but I'm still stumpted on what to do for a 'Radiance' domain for Rad and Rafiel. nah just in the first post where it says "Updated" to add more information to say "Updated day month" it'd help me :D |
#151HuginSep 08, 2005 10:28:43 | nah just in the first post where it says "Updated" to add more information to say "Updated day month" Ahhhh! Gotcha! Ya, I should be able to manage that. I'll try to do that today because I'll be away for the next 3 or 4 days; heading up to Ottawa to see some friends. (Plus, the Prime Minister needs some help with a few things so I agreed to give him a hand :D ). |
#152HuginSep 08, 2005 14:47:25 | All done for ya, Shawn! Anything to help you out! |
#153HuginSep 08, 2005 21:17:44 | I've finally finished all the revisions! (Except for Minroth; waiting on a verdict from a discussion about him on DM's thread). I will be away all weekend, but once that's past I'll be happy to work with anybody that would like to do additional elements for these lists, such as alternate skills, spells, domains, etc. |
#154stanlesSep 12, 2005 23:23:00 | All done for ya, Shawn! Anything to help you out! cheers Hugin |
#155HuginSep 14, 2005 21:48:33 | Minroth has been revised and with that I've now completed the revisions. I've also decided that if we do create other elements, such as class skill variations, etc., we'll create seperate charts/lists/what-have-you. And of course, I'll still do up new spell lists from time to time; it's not like I'll run out of Immortals to use! :D |
#156gazza555Sep 20, 2005 3:47:06 | Chaotic Spell would be more suited to the sphere of energy, I'd think. It's a very cool concept though. Yes it's such a cool concept, it's been done before. I've just found it as a Wild Mage ability (from Complete Arcane?) - I must have read it at some point, forgot about it, and then 'invented' it all by myself. :D Oh!, and I do agree, it fits Energy much better than Entropy. Regards, Gary |
#157Traianus_Decius_AureusSep 20, 2005 8:01:56 | Just curious Hugin, but did you ever finalize the Sea Fury spell for 3E? I see that it's listed on several spell lists... Maybe we need a Mystara Spell Conversion thread too ;) |
#158HuginSep 23, 2005 18:59:18 | Rathanos Spell List (Eternal of the Sphere of Energy) Domains: Chaos, Fire, Spell, Sphere of Energy, Strength * Special Clerical Powers: Each day you may cast one Endure Elements spell (protecting from heat only) and one Produce Flame spell. These are a Supernatural (Su) ability of the cleric. 0-Level Cleric Spells (Orisons) Cure Minor Wounds Daze Detect Magic Detect Poison Flare Guidance Light Mending Purify Food and Drink Read Magic Resistance 1st-Level Cleric Spells Burning Hands Comprehend Languages Confusion, Lesser Detect Law Detect Undead Enlarge Person * Expeditious Retreat Faerie Fire Hide from Undead Mage Armour Protection from Law 2nd-Level Cleric Spells Augury Bull's Strength * Darkvision Eagle's Splendor Heat Metal Identify Remove Paralysis Resist Energy Shatter Shield Other Silence 3rd-Level Cleric Spells Continual Flame Daylight Dispel Magic Invisibility Purge Magic Circle against Law Magic Vestment * Meld into Stone Protection from Energy Remove Blindness/Deafness Remove Disease Searing Light 4th-Level Cleric Spells Chaos Hammer Confusion Divine Power Explosive Runes Freedom of Movement Haste Imbue with Spell Ability Planar Ally, Lesser Rathanos' Mnemonic Enhancer, [Rary's] Spell Immunity * Wall of Fire 5th-Level Cleric Spells Break Enchantment Commune Dispel Law Disrupting Weapon Fire Shield Flame Strike Passwall Plane Shift Righteous Might Spell Resistance Summon Monster V 6th-Level Cleric Spells Animate Objects Banishment Bull's Strength, Mass * Dispel Magic, Greater Eagle's Splendor, Mass Fire Seeds Forbiddance Planar Ally Rathanos' Lucubration, [Mordenkainen's] Stoneskin * Undeath to Death 7th-Level Cleric Spells Analyze Dweomer Ethereal Jaunt Limited Wish Rathanos' Grasping Hand, [Bigby's] Refuge Repulsion Spell Turning Sunbeam Symbol of Stunning Word of Chaos 8th-Level Cleric Spells Antimagic Field Cloak of Chaos Dimensional Lock Fire Storm Incendiary Cloud Planar Ally, Greater Rathanos' Clenched Fist, [Bigby's] Spell Immunity, Greater Sunburst 9th-Level Cleric Spells Elemental Swarm ** Etherealness Miracle Rathanos' Crushing Hand, [Bigby's] Rathanos' Disjunction, [Mordenkainen's] Shapechange *** Storm of Vengeance Summon Monster IX Weapon of the Immortal: Club; +1 flaming club Symbol: A burning brand. Immortal's Alignment: CN Appearance: Rathanos appears as a manlike being made all of fire. Names: Lord of Fire Notes: * A cleric of Rathanos may not use a spell that appears on the Strength domain, or one with an asterisk, to benefit a female creature. ** Fire elementals should be used whenever possible by the cleric. *** The prefered form for a cleric of Rathanos is a Fire Elemental or any creature with the Fire Subtype. |
#159HuginJan 02, 2006 11:25:51 | Tarastia Spell List (Eternal of the Sphere of Energy) Domains: Fate, Law, Planning, Retribution, Sphere of Energy, Truth, Will Special Clerical Powers: You receive Skill Focus (Sense Motive) as a free feat and may 'take 10' on this skill check under any conditions. Sense Motive is a class skill. 0-Level Cleric Spells (Orisons) Create Water Cure Minor Wounds Detect Magic Detect Poison Guidance Inflict Minor Wounds Know Direction Light Read Magic Resistance Virtue 1st-Level Cleric Spells Bane Command Deathwatch Detect Chaos Divine Favour Doom Expeditious Retreat Protection from Chaos Shield of Faith Summon Monster I True Strike 2nd-Level Cleric Spells Augury Bear's Endurance Calm Emotions Hold Person Owl's Wisdom Remove Paralysis Shatter Shield Other Status Undetectable Alignment Zone of Truth 3rd-Level Cleric Spells Blindness/Deafness Clairaudience/Clairvoyance Daylight Good Hope Invisibility Purge Magic Circle against Chaos Magic Vestment Remove Blindness/Deafness Searing Light Speak with Dead Summon Monster III 4th-Level Cleric Spells Detect Scrying Discern Lies Dismissal Divination Divine Power Freedom of Movement Geas, Lesser Haste Order's Wrath Repel Vermin Zone of Silence 5th-Level Cleric Spells Atonement * Commune Dispel Chaos Disrupting Weapon Fire Shield Insect Plague Mark of Justice Plane Shift Spell Resistance Symbol of Pain True Seeing 6th-Level Cleric Spells Animate Objects Banishment Find the Path Forbiddance Geas/Quest Harm Heroes' Feast Hold Monster Owl's Wisdom, Mass Summon Monster VI Undeath to Death 7th-Level Cleric Spells Dictum Ethereal Jaunt Limited Wish Refuge Scrying, Greater Sequester Spell Turning Summon Monster VII Symbol of Stunning Vision 8th-Level Cleric Spells Creeping Doom Demand Discern Location Fire Storm Mind Blank Shield of Law Summon Monster VIII Symbol of Death Tarastia's Clenched Fist, [Bigby's] 9th-Level Cleric Spells Etherealness Foresight Freedom Miracle Storm of Vengeance Summon Monster IX Tarastia's Crushing Hand, [Bigby's] Timestop Weapon of the Immortal: Battleaxe; +1 mighty cleaving battleaxe Symbol: Black headman's axe. Immortal's Alignment: LN Appearance: Tarastia appears as a dusky-skinned, strong-jawed, unsmiling woman in black plate armour, carrying a headman's axe. Notes: * The atonement spell will never be used by a cleric of Tarastia as a substitute for retribution to an offender, regardless of their remorse. This spell is for those who have gone through the restitution process. |
#160Traianus_Decius_AureusJan 02, 2006 11:44:49 | Another great list Hugin! Have you looked into creating Initiate Feats for the Immortals? |
#161HuginJan 02, 2006 12:02:25 | Another great list Hugin! Thanks! I am looking through all the suggestions that were made before my old computer croaked to see which I will play around with. So far, I'm 99% sure I'll do the class skill selections that DM mentioned. Haven't really made my mind up about anything just yet. ;) It does feel good to get this project up and rolling again though. |
#162zombiegleemaxJan 03, 2006 13:53:33 | I was wondering if anyone has any ideas as to spell lists for clerics of demogorgon and maat? I'm starting up a campaign based on the idea that a maat temple has been placed on top of demogorgons prison in north eastern darokin. The PCs are the soon to be 13th generation of sentinels over the prison (though they don't know thats what they are groomed to become), when demogorgons minions finally get a clue as to where their goddess has been held. The main baddies to begin with will be lead by a high priest of demogorgon and at least one of the PC's will be an acolyte of maat. I stumbled on this incredible list of spells and thought maybe this would interest some of you? suggestions are more than welcome. If none crop up, i guess i'll modify thanatos' list for demogorgon, i dont know about maat though. The descriptions of maat and demogorgons are the ones found on the forum of course |
#163HuginJan 03, 2006 19:10:06 | ExitJudas, I'll look into doing those as soon as I can. Glad you like the spell lists! :D |
#164zombiegleemaxJan 04, 2006 3:56:52 | great! and again, fantastic job mate. |
#165HuginJan 04, 2006 18:03:29 | Maat Spell List (Eternal of the Sphere of Matter) Domains: Good, Law, Nobility, Sphere of Matter, Truth Special Clerical Powers: Sense Motive is a class skill and you may Spontaneously cast Detect Evil or Detect Chaos in the same manner as Cure Light Wounds. 0-Level Cleric Spells (Orisons) Create Water Cure Minor Wounds Detect Magic Detect Poison Guidance Light Mending Purify Food and Drink Read Magic Resistance Virtue 1st-Level Cleric Spells Bless Weapon Command Detect Undead Divine Favour Endure Elements Magic Weapon Protection from Chaos Protection from Evil Sanctuary Shield of Faith Sleep 2nd-Level Cleric Spells Aid Bear's Endurance Calm Emotions Delay Poison Enthrall Make Whole Owl's Wisdom Remove Paralysis Restoration, Lesser Shield Other Zone of Truth 3rd-Level Cleric Spells Create Food and Water Glyph of Warding Good Hope Heroism Invisibility Purge Magic Circle against Chaos Magic Circle against Evil Magic Vestment Protection from Energy Remove Blindness/Deafness Remove Disease 4th-Level Cleric Spells Death Ward Discern Lies Dismissal Divination Divine Power Geas, Lesser Holy Smite Holy Sword Order's Wrath Repel Vermin Restoration 5th-Level Cleric Spells Atonement Command, Greater Commune Cure Light Wounds, Mass Dispel Chaos Dispel Evil Disrupting Weapon Mark of Justice Righteous Might True Seeing Wall of Stone 6th-Level Cleric Spells Banishment Bear's Endurance, Mass Blade Barrier Cure Moderate Wounds, Mass Find the Path Forbiddance Geas/Quest Glyph of Warding, Greater Heal Heroes' Feast Hold Monster 7th-Level Cleric Spells Cure Serious Wounds, Mass Dictum Heroism, Greater Holy Word Refuge Repulsion Restoration, Greater Statue Sunburst Vision 8th-Level Cleric Spells Binding Cure Critical Wounds, Mass Demand Discern Location Earthquake Power Word, Stun Shield of Law Summon Monster VIII Sympathy 9th-Level Cleric Spells Foresight Freedom Gate Hold Monster, Mass Miracle Shapechange Storm of Vengeance Summon Monster IX Weapon of the Immortal: Khopesh or katana; +1 merciful Khopesh or katana Symbol: A white plume Immortal's Alignment: LG Appearance: A beautiful woman with a noble and determined figure, long black hair that covers her shoulders, hazelnut eyes dyed with black lines that shine with magnetic strength and disarming sweetness at the same time, clad with an elaborated white Nithian robe that highlights her statuary physique, wearing an emerald amulet in the shape of a scarab (a gift by her husband Orisis) on her heart, a scale with a white ivory plume on one of the two plates in her left hand and a sword in her right hand (a khopesh or a katana, according to the culture), ready to mete out justice and stand for the cause of Law and Good. Names: Mawatari Thanks to Marco for his detailed write-up of Maat upon which this list is based! |
#166zombiegleemaxJan 05, 2006 3:14:03 | awesome! great stuff.. this goes straight into my campaign! =) Can't wait to see your take on the Demogorgon spell list, an emprisoned hermafrodite über-demon of disease and death...hehehe! thanx! |
#167zombiegleemaxJan 05, 2006 3:32:56 | I was wondering if anyone has any ideas as to spell lists for clerics of demogorgon and maat? I'm starting up a campaign based on the idea that a maat temple has been placed on top of demogorgons prison in north eastern darokin. The PCs are the soon to be 13th generation of sentinels over the prison (though they don't know thats what they are groomed to become), when demogorgons minions finally get a clue as to where their goddess has been held. The main baddies to begin with will be lead by a high priest of demogorgon and at least one of the PC's will be an acolyte of maat. uhm... sounds familiar... :P ;) Glad you liked my suggestion about Demogorgon's current situation. It certainly fueled a whole campaign that took my players from 1st to 8th level before meeting a horrible demise in the Temple of Elemental Evil :P I played it as a mix of "Sherlock Holmes meets Indiana Jones", with my PCs being based in Selenica and traveling to Karameikos, Alfheim and Ylaruam to get the pieces of the puzzle that finally led them to discover the Hated Mother's hideout, trying to survive the assaults of the secret cult that wanted to revive her. ;) Hope you'll have fun with this, and congrats to Hugin for his wondrous work with these lists. They sure make campaigning in Mystara even more unique ! |
#168zombiegleemaxJan 05, 2006 6:39:30 | yup...my inspiration is from there Moved my campaign idea to another thread. please check it out. I could really use some advice |
#169HuginJan 14, 2006 16:41:09 | Don't worry ExitJudas, I haven't forgotten! I should be able to do up a list for Demogorgon either tommorow or monday. (hope it's not to late) |
#170HuginJan 16, 2006 9:04:16 | Demogorgon Spell List (Eternal of the Sphere of Entropy) Domains: Chaos, Corruption, Destruction, Evil, Reptile, Sphere of Entropy, Suffering, Trickery Special Clerical Powers: You cast Necromancy spells at +1 caster level and receive the Exotic Weapon Proficiency (Whip) for free. 0-Level Cleric Spells (Orisons) Acid Splash Daze Detect Magic Detect Poison Ghost Sound Inflict Minor Wounds Mage Hand Prestidigitation Read Magic Resistance Touch of Fatigue 1st-Level Cleric Spells Charm Person Chill Touch Confusion, Lesser Detect Good Disguise Self Doom Entropic Shield Magic Weapon Protection from Good Protection from Law Ray of Enfeeblement 2nd-Level Cleric Spells Darkness Death Knell Enthrall False Life Ghoul Touch Hold Person Scare Shatter Silence Spectral Hand Undetectable Alignment 3rd-Level Cleric Spells Animate Dead Blindness/Deafness Contagion Crushing Despair Deeper Darkness Dispel Magic Magic Circle against Good Magic Circle against Law Nondetection Ray of Exhaustion Suggestion 4th-Level Cleric Spells Chaos Hammer Confusion Divine Power Enervation Fear Geas, Lesser Giant Vermin Magic Weapon, Greater Modify Memory Spell Immunity Unholy Blight 5th-Level Cleric Spells Blight Charm Monster Dispel Good Dispel Law False Vision Inflict Light Wounds, Mass Insect Plague Nightmare Slay Living Symbol of Pain Waves of Fatigue 6th-Level Cleric Spells Animate Objects Antilife Shell Circle of Death Create Undead Dispel Magic, Greater Geas/Quest Harm Mislead Suggestion, Mass Symbol of Fear Veil 7th-Level Cleric Spells Blasphemy Destruction Disintegrate Eye Bite Inflict Serious Wounds, Mass Regenerate Symbol of Stunning Symbol of Weakness Waves of Exhaustion Word of Chaos 8th-Level Cleric Spells Cloak of Chaos Create Greater Undead Demand Finger of Death Horrid Wilting Inflict Critical Wounds, Mass Polymorph Any Object Symbol of Death Symbol of Insanity 9th-Level Cleric Spells Astral Projection Dominate Monster Energy Drain Implosion Shapechange Soul Bind Summon Monster IX Wail of the Banshee Weapon of the Immortal: Flail and Whip; +1 vicious flail and whip. Symbol: A black pentacle on red field Immortal's Alignment: CE Appearance: a 18' high creature with two monkey's heads atop a pair of wiry necks, two long tentacles instead of arms, with scaly torso and legs, a long forked tail and a brown spinal crest. Names: Goron The Bane of Souls The Dark Lady The Hated Mother Thanks to Marco for his detailed write-up of Demogorgon upon which this list is based! |
#171HuginAug 07, 2006 14:38:09 | Eiryndul Spell List (Empyreal of the Sphere of Energy) Domains: Chaos, Elf, Illusion, Knowledge, Magic, Sphere of Energy, Trickery Special Clerical Powers: Non-elven clerics receive a +2 insight bonus on Listen, Search, and Spot checks and is entitled to a Search check to notice a secret or concealed door as if an elf by merely passing within 5 feet of it. You do not need to be actively looking for it. Elven clerics gain an additional +1 insight bonus on Listen, Search, and Spot checks on top of their normal racial bonus. 0-Level Cleric Spells (Orisons) Create Water Dancing Lights Detect Magic Detect Poison Ghost Sound Guidance Open/Close Prestidigitation Read Magic Resistance 1st-Level Cleric Spells Comprehend Languages Confusion, Lesser Detect Law Detect Secret Doors Disguise Self Magic Aura, Nystul's Protection from Law Silent Image Summon Monster I True Strike 2nd-Level Cleric Spells Cat's Grace Detect Thoughts Identify Invisibility Minor Image Remove Paralysis Shatter Shield Other Summon Monster II Undetectable Alignment 3rd-Level Cleric Spells Clairaudience/Clairvoyance Dispel Magic Displacement Invisibility Purge Magic Circle against Law Nondetection Obscure Object Remove Blindness/Deafness Snare Summon Monster III 4th-Level Cleric Spells Chaos Hammer Confusion Detect Scrying Dismissal Geas, Lesser Imbue with Spell Ability Phantasmal Killer Planar Ally, Lesser Tongues Tree Stride 5th-Level Cleric Spells Commune with Nature Dispel Law False Vision Flame Strike Insect Plague Persistent Image Plane Shift Spell Resistance Summon Monster V True Seeing 6th-Level Cleric Spells Animate Objects Dispel Magic, Greater Find the Path Forbiddance Geas/Quest Mislead Planar Ally Summon Monster VI Symbol of Persuassion Veil 7th-Level Cleric Spells Analyze Dweomer Changestaff Ethereal Jaunt Legend Lore Liveoak Project Image Refuge Spell Turning Word of Chaos 8th-Level Cleric Spells Antimagic Field Antipathy Cloak of Chaos Dimensional Lock Discern Location Polymorph Any Object Protection from Spells Screen 9th-Level Cleric Spells Disjunction, Mordenkainen's Etherealness Foresight Storm of Vengeance Summon Monster IX Timestop Weird Weapon of the Immortal: Shortsword; +1 shock shortsword Symbol: A white, smiling set of teeth, like the Cheshire Cat's, against a black background. Immortal's Alignment: CN Appearance: Eiryndul appears as a short, sly-looking elf dressed in regal style wearing a crown of gold embossed with pictures of forest folk (especially fauns and dryads) frolicking. Names: Eyris Shaibuth the Adventurer |
#172HuginAug 07, 2006 14:48:25 | I discovered this half-finished spell-list for Eiryndul's clerics on my HD so I figured I'd complete it and get it posted. |
#173zombiegleemaxFeb 09, 2007 4:03:38 | bump |
#174HuginFeb 09, 2007 12:41:30 | bump Just so that you know, this thread (along with some other very useful threads) is accessable through the 'sticky' near the top of the page labeled "Links for Important Threads on Board". However, your timing is pretty good since it looks as though I may need to do some more lists for my use IMC. Note: I could still do requests if desired. |
#175gazza555Feb 10, 2007 3:44:32 | Note: I could still do requests if desired. I suppose 'all the rest' is not a valid request. :D Regards Gary |
#176HuginFeb 10, 2007 19:17:21 | I suppose 'all the rest' is not a valid request. :D I can't say it's invalid but it sure would be desirable! :D My problem is always two-fold; too many projects I'd like to do and too little time to do them. |
#177HuginFeb 10, 2007 23:54:50 | Noumena Spell List (Hierarch of the Sphere of Thought) Domains: Knowledge, Magic, Planning, Sphere of Thought, Truth, Will Special Clerical Powers: All Knowlegde skills are class skills. Gain Alertness feat for free. 0-Level Cleric Spells (Orisons) Create Water Cure Minor Wounds Detect Magic Detect Poison Guidance Know Direction Light Message Purify Food and Drink Read Magic Resistance Virtue 1st-Level Cleric Spells Command Comprehend Languages Confusion, Lesser Deathwatch Detect Secret Doors Detect Undead Hide from Undead Magic Aura, Noumenal's Message Obscuring Mist True Strike Ventriloquism 2nd-Level Cleric Spells Augury Calm Emotions Detect Thoughts Find Traps Identify Owl's Wisdom Remove Paralysis Silence Spiritual Weapon Status Undetectable Alignment Zone of Truth 3rd-Level Cleric Spells Animate Dead Clairaudience/Clairvoyance Dispel Magic Glyph of Warding Good Hope Invisibility Purge Locate Object Nondetection Obscure Object Secret Page Speak with Dead Wind Wall 4th-Level Cleric Spells Air Walk Confusion Detect Scrying Discern Lies Divination Imbue with Spell Ability Modify Memory Planar Ally, Lesser Reincarnate Sending Tongues Zone of Silence 5th-Level Cleric Spells Break Enchantment Command, Greater Commune Control Winds Disrupting Weapon Dream Feeblemind Plane Shift Spell Resistance Symbol of Sleep Telepathic Bond True Seeing 6th-Level Cleric Spells Animate Objects Create Undead Dispel Magic, Greater Find the Path Forbiddance Geas/Quest Glyph of Warding, Greater Owl's Wisdom, Mass Planar Ally Symbol of Persuassion Undeath to Death Wind Walk 7th-Level Cleric Spells Analyze Dweomer Changestaff Control Weather Legend Lore Limited Wish Scrying, Greater Sequester Spell Turning Symbol of Stunning Symbol of Weakness Vision 8th-Level Cleric Spells Antimagic Field Create Greater Undead Discern Location Mind Blank Moment of Prescience Planar Ally, Greater Protection from Spells Screen Spell Immunity, Greater Symbol of Insanity 9th-Level Cleric Spells Astral Projection Disjunction, Noumena's Elemental Swarm * Foresight Freedom Gate Miracle Summon Monster IX Timestop Weapon of the Immortal: Light mace (often fashioned scepter-like); +1 merciful light mace Symbol: A chessboard or something else from a game of logic. Immortal's Alignment: N Appearance: A elderly, emaciated man, with incipient baldness, a long grey beard, wearing a long dark robe that leaves exposed only hands and head. Names: Cheimos Kepher Mimir News Nian-Mai Si-Xiang Notes: *Air elementals should be used whenever possible by the cleric. Noumena's mortal life as a Nithian Pharaoh formed his utilitarian attitude towards undead. As such, his clerics can create undead, and rebuke/command undead even though they spontaneous cast cure spells. |
#178gazza555Feb 13, 2007 8:49:08 | Seeing how the kopru have raised their ugly heads in the Savage Tide adventure path, how about Slizzark? Regards Gary |
#179HuginFeb 17, 2007 16:25:52 | Slizzark the Lurker Spell List (Celestial of the Sphere of Energy) Domains: Corruption, Evil, Hatred, Sphere of Energy, Suffering, Tyranny, Special Clerical Powers: +2 bonus on saving throws against spells and spell-like effects OR +1 caster level on spells with the mind-affecting descriptor. 0-Level Cleric Spells (Orisons) Daze Detect Magic Detect Poison Ghost Sound Inflict Minor Wounds Mage Hand Read Magic Resistance Touch of Fatigue 1st-Level Cleric Spells Burning Hands Charm Person Command Confusion, Lesser Detect Good Endure Elements Magic Fang Protection from Good Summon Monster I 2nd-Level Cleric Spells Death Knell Eagle's Splendor Enthrall Heat Metal Hold Person Remove Paralysis Resist Energy Summon Monster II Undetectable Alignment 3rd-Level Cleric Spells Blindness/Deafness Contagion Crushing Despair Dispel Magic Magic Circle against Good Magic Fang, Greater Searing Light Suggestion Summon Monster III 4th-Level Cleric Spells Confusion Dismissal Divine Power Enervation Geas, Lesser Giant Vermin* Imbue with Spell Ability Modify Memory Summon Monster IV 5th-Level Cleric Spells Command, Greater Dispel Good Evard's Black Tentacles Feeblemind Insect Plague* Nightmare Slay Living Spell Resistance Summon Monster V 6th-Level Cleric Spells Animate Objects Antilife Shell Dispel Magic, Greater Eagle's Splendor, Mass Geas/Quest Harm Suggestion, Mass Summon Monster VI Symbol of Fear 7th-Level Cleric Spells Analyze Dweomer Blasphemy Ethereal Jaunt Eye Bite Grasping Hand, Bigby's Insanity Summon Monster VII Symbol of Weakness 8th-Level Cleric Spells Antipathy Charm Monster, Mass Cloak of Chaos Demand Summon Monster VIII Swimming Doom* Symbol of Insanity 9th-Level Cleric Spells Dominate Monster Energy Drain Gate Soul Bind Storm of Vengeance Summon Monster IX Weapon of the Immortal: Spear; +1 Bane of Aquatic Humanoids Spear Symbol: An eye with an hypnotic spiral to the center. Immortal's Alignment: NE Appearance: A female Kopru wearing a tiara of gold and holding a scepter of coral in her fist. Notes: * Substitute stinging shrimp for vermin. 'Swimming Doom' is similar to 'Creeping Doom' but adapted to an aquatic environment. (This list uses information from Marco's work.) |
#180gazza555Feb 19, 2007 3:06:26 | Slizzark the Lurker Spell List Thanks Hugin Regards Gary |
#181HuginFeb 19, 2007 9:48:57 | Thanks Hugin My pleasure Gary. I actually spent a lot of time on this one because I was completely unfamiliar with her and I had to translate what Marco had done. She's quite the interesting Immortal IMO. Instead of the usual kill/destroy type attitude she'd rather see blind-obedience, subjugation and suffering. Of course, her belonging to the energy sphere instead of entropy really bears that out. I also thought that the aquatic version of vermin pestilence (which partially appeared naturally using my normal procedure for list creation) was a good fit for her personality. I may give greater detail on that if I can find the time - as it is now, I'd just use the spells as-is but with descriptive differences only. I am still torn between using an enhanced magic resistance and a bonus to mind-affecting magic for the special clerical(/shaman) power. The magic resistance is quite loyal to the original text in PC3 which I like. But OTOH, the greater effectiveness of mind-affecting spells seems well in line with it too. Is it too much to leave it as a choice between the two? Oh, I used Marco's material as well (hope I managed to translate things properly) and found it a big help. |
#182gazza555Feb 19, 2007 10:39:13 | Oh, I used Marco's material as well (hope I managed to translate things properly) and found it a big help. I've been doing the same. I've now pretty much translated the italian into english (using online tools such as babelfish and wordreference.com and a cheap english/italian dictionary) but now need to edit the text so the syntax makes sense in english. Regards Gary |
#183HuginFeb 19, 2007 12:03:23 | I've been doing the same. I've now pretty much translated the italian into english (using online tools such as babelfish and wordreference.com and a cheap english/italian dictionary) but now need to edit the text so the syntax makes sense in english. I had to re-type everything since the pdf won't allow me to copy. Did you find a way around that? Are you able to make the english version available to the community (with Marco's blessing I would imagine)? And is that just the first volume or both? Wow, that's a lot of questions. |
#184gazza555Feb 20, 2007 6:18:12 | QUOTE=Hugin;11524377]I had to re-type everything since the pdf won't allow me to copy. Did you find a way around that? I downloaded the italian versions of the Immortals from the Italian forum. Unfortunately I don't think that all of them are the finished article. As regards the codexs, yes I've downloaded them but I have the same problem you had. It might be worth emailing Marco to see if I can get an unprotected version. Are you able to make the english version available to the community (with Marco's blessing I would imagine)? If I ever translate them both then sure. that's a lot of questions. That it was. BTW I'm also translating Marco's Tome of Magic - albeit rather slowly. Regards Gary |